This game is extremely well designed, and LOTS of fun, but the boss fights are a little ridiculous. Here’s a preview of literally every single boss fight in the game:
Number of clean hits you can absorb before death without hitting the pipe - 2, possibly 3 depending on upgrades.
Number of hits it takes to kill bosses - at least 50.
Once you reach mid game you basically have to kill every boss twice. So you think you FINALLY beat the boss you’ve been battling for 2 or 3 days, and SURPRISE, guess again - his health completely refills, and you have to beat him again. Like I said, they use this tired cliche on just about every single boss fight, not just 1 or 2 of the late end game bosses, so get used to it.
Most boss fight areas have flame barriers on both sides that only affect you, but never the boss.
When you see the boss’ hit boxes all you can do is laugh. They’re literally a quarter of the screen. It doesn’t matter if the weapon actually hits you - even if you completely avoid the weapon, and it never comes close to touching you, you still get hit if you’re anywhere near the boss. For example, you’re on the boss’ right, he winds up and lunges at you with his spear. You jump, dash, and completely avoid any contact with the weapon, and end up 2 or 3 body widths BEHIND the boss, now on his left, and somehow STILL get hit.
Of course the opposite is true for your attacks. Your blade can pass right through bosses without hitting them.
The most infuriating thing about boss fights is the animation timing. For the first few boss fights, if you get hit once, you’re dead. You can only withstand 3 hits. After the first hit, you’re stuck in the recovery animation, and can’t do anything until it completes, which it does, but only 99.9999999999%. Then before you can do ANYTHING you get hit again, and the process repeats - hit, knock down, recovery, animation plays again, completes 99.99999999999%, then the boss hits you for the third time, and you die. Fun.
For a game that depends so heavily on blocking, and parrying, the controls feel slow, clunky, and unresponsive. The parrying mechanic is as unintuitive as it gets. You have to hold down the block button, then release it at just the right time - just not when you think. Most games have you press, or release the block button a split second before contact to parry, but this game requires you to hold block for what feels like an eternity to “charge” the parry ability, then release it well before the attack lands, but you can’t just hold block indefinitely because the charge “dissipates after a short while…” Imagine trying to do this every time you want to parry during extremely fast-paced combat. Can you say: “Next to impossible…?” You almost have to guess when the boss is going to attack.
If all of these tired “souls-like” cliches are your thing, you are really going to LOVE this game…