You know, this really helps one get an idea of just how terrifying having to face Kirby in combat actually would be! The sheer amount of abilities mixed with his creativity and raw power makes him a truly dangerous opponent!
Seriously, only 3 bosses really gave me trouble trying to no-hit them in the original WK, and they were True Dark Matter, Nightmare, and Kirby. DM can randomly kick your butt with a sudden projectile, Nightmare is basically a war of who'll crack first, but Kirby has no cheap trick. He just has raw skill, talent, power, and amazing variety. So Shadow Kirby is gonna be even tougher!
@@flagonking1337Surprised you didn't have much trouble no-hitting NOVA or the Knights - the former can overlap up to three attacks in really nasty ways, and the usual strategy of being passive when fighting the latter can't be done due to the health regeneration in No-Hit mode which forces dangerously aggressive play.
@@flagonking1337 I eventually did beat the first 10 bosses on No-Hit mode (in part thanks to setting attack and bburt to the same keybind), it really made me enjoy Galacta Knight a lot more than I initially did. (I am not planning to do the final three, or four if you count... them...) The main difficulty of Dark Matter's rematch is that its random attacks have little to no telegraph, and Nightmare just takes a long time. Kirby's attacks are nasty at first, but most are learnable except for a few: The Ice attack is just nasty in general, a strategy I've seen but not employed is pogoing on Kirby - Ninja shouldn't be that difficult but the trajectory of the kunai is very annoying to avoid - and of course, Hypernova. The make and break of how well you do in the boss. You screw up the attack, that's at least half your hp gone (...well, you die in No-Hit mode). You do it well, you might even heal a single hp or more.
I've been eyeing this fangame for a while, and on paper, it should be something I like. A skill-based Kirby game filled with unique and interesting bosses? Sign me up! But the footage itself felt somewhat underwhelming, and I couldn't really put my finger on why until recently. I think it's mainly just the visuals themselves. Not the sprites themselves, they're fine (albeit the mirror attack looks rough, and some sprites animate choppily.) Rather, it's more so the backgrounds and particle effects. The background being one static piece merged with the stage makes the fight itself feel relatively static despite the amount of attacks going on. Ideally, the foreground arena, the background, and the meteors should be seperate layers. Additionally, movements lack any oomph due to the relative lack of particle effects. There are a slight amount, but basic ones like smoke clouds during fast animations (I know there's one during the running animation, but it's extremely, EXTREMELY subtle), or impact effects when the rocks hit the floor are missing. Or for a more specific example, the Spark attack doesn't generate any spark effects, which would help it look more dynamic. I can't really explain this well, due to having way less game dev experience, but I'd say look at other Kirby games or games with a similar direction to this one to see if that would help spark any ideas. Keep in mind, I'm saying this as someone who wants this fangame to be the best it can be. It already shows heavy promise as a fan game, the bosses pull off creative and interesting attacks, it's fast-paced and dynamic combat-wise... I'd wanna try and make something like this if I had the proper game dev skill! I really want this fan game to succeed, especially seeing as Kirby fan games are so few and far between. I just wanna make sure this feedback is as constructive as possible to try and get this fan game to flourish.
I think the movement of the meteorites could make the player very dizzy, unless they move upwards. Although I don't deny that they would look very good
You know, this really helps one get an idea of just how terrifying having to face Kirby in combat actually would be! The sheer amount of abilities mixed with his creativity and raw power makes him a truly dangerous opponent!
You should play/watch a playthrough of Waddle Knight 1, and you might be able to see just how dangerous the little pink ball can be
I will definitely be checking this out when it releases.
his teleporting makes a lot more sense now haha
Shadow Kirby if he locked in during AM
So true Goatres
This is insane!! Fantastic job!
i had to use "easy" mode to beat the original's true final boss, this looks absolutely horrifying and im all for that
Great job!
This is actually incredible oh my god
...yep, I'm in trouble with this one.
Seriously, only 3 bosses really gave me trouble trying to no-hit them in the original WK, and they were True Dark Matter, Nightmare, and Kirby. DM can randomly kick your butt with a sudden projectile, Nightmare is basically a war of who'll crack first, but Kirby has no cheap trick. He just has raw skill, talent, power, and amazing variety. So Shadow Kirby is gonna be even tougher!
@@flagonking1337Surprised you didn't have much trouble no-hitting NOVA or the Knights - the former can overlap up to three attacks in really nasty ways, and the usual strategy of being passive when fighting the latter can't be done due to the health regeneration in No-Hit mode which forces dangerously aggressive play.
@@SCoreReMakeThe way I beat those was an aggressive strategy: The faster they go down, the less of a chance they get to hit you.
@@flagonking1337 I eventually did beat the first 10 bosses on No-Hit mode (in part thanks to setting attack and bburt to the same keybind), it really made me enjoy Galacta Knight a lot more than I initially did. (I am not planning to do the final three, or four if you count... them...)
The main difficulty of Dark Matter's rematch is that its random attacks have little to no telegraph, and Nightmare just takes a long time. Kirby's attacks are nasty at first, but most are learnable except for a few: The Ice attack is just nasty in general, a strategy I've seen but not employed is pogoing on Kirby - Ninja shouldn't be that difficult but the trajectory of the kunai is very annoying to avoid - and of course, Hypernova. The make and break of how well you do in the boss. You screw up the attack, that's at least half your hp gone (...well, you die in No-Hit mode). You do it well, you might even heal a single hp or more.
Don't remember Shadow Kirby being this powerful but whatevs
If this is the demo’s final boss, I’m worried for the actual final boss lol
How the Shadow Kirby fight should've gone in Kirby Fighters 2
DAMN THIS IS INCREDIBLE
I cant even beat nova what the hell is this
Well, I’m dead!
I recognize those sound effects!
So, when will we get more in depth trailer for the full version?
Full version of the game is a long time away, but I'll have a trailer and a release date for the demo soon
So this is the final boss of the demo, but it’s not the real final boss?
Correct
@@WaddleDev So that means the final boss of the full game will be someone else! but Who?
My money's on Necrodeus.@@NintendoGamer648HD
Shadow Kirby >>>
Where can I play this and the first version
The link for the first game is in the description of all my videos, and the second game's demo will be out within the next few weeks hopefully.
@@WaddleDev thanks also we’ll made final boss I can see how hard this will be to take on
Oh god
oh man
I've been eyeing this fangame for a while, and on paper, it should be something I like. A skill-based Kirby game filled with unique and interesting bosses? Sign me up! But the footage itself felt somewhat underwhelming, and I couldn't really put my finger on why until recently.
I think it's mainly just the visuals themselves. Not the sprites themselves, they're fine (albeit the mirror attack looks rough, and some sprites animate choppily.) Rather, it's more so the backgrounds and particle effects. The background being one static piece merged with the stage makes the fight itself feel relatively static despite the amount of attacks going on. Ideally, the foreground arena, the background, and the meteors should be seperate layers.
Additionally, movements lack any oomph due to the relative lack of particle effects. There are a slight amount, but basic ones like smoke clouds during fast animations (I know there's one during the running animation, but it's extremely, EXTREMELY subtle), or impact effects when the rocks hit the floor are missing. Or for a more specific example, the Spark attack doesn't generate any spark effects, which would help it look more dynamic. I can't really explain this well, due to having way less game dev experience, but I'd say look at other Kirby games or games with a similar direction to this one to see if that would help spark any ideas.
Keep in mind, I'm saying this as someone who wants this fangame to be the best it can be. It already shows heavy promise as a fan game, the bosses pull off creative and interesting attacks, it's fast-paced and dynamic combat-wise... I'd wanna try and make something like this if I had the proper game dev skill! I really want this fan game to succeed, especially seeing as Kirby fan games are so few and far between. I just wanna make sure this feedback is as constructive as possible to try and get this fan game to flourish.
I think the movement of the meteorites could make the player very dizzy, unless they move upwards. Although I don't deny that they would look very good