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Roarmulus Twins and the Mysterious Spikes

2 replies [Last post]
Thu, 07/30/2026 - 18:08
Honeypac

Hello GH - I am liking the idea of a difficulty spike event for the game but there are a few bugs in regards to the Roarmulus Twins and this mechanic. I also just like that you're trying new things to freshen up mid/endgame content.

The crystals make the twins move side to side much faster, including the laser attack that swipes across the entire field. By itself, this is a fine mechanic and actually adds a little bit more difficulty to the fight but coupled with the fact that there is no way to actually remove these crystals.. and the fact that the lasers don't actually turn off immediately after - results in a couple of buggy interactions that might leave a bad impressions for players trying out the RT for the first time/first few times.

My guess is because the laser's are like an on/off switch, their duration of being on is a fixed amount of time and consistent with the vanilla speed of one of the twins going across the screen. However, since the crystals increase the twin's speed - the lasers go across the board in a shorter amount of time but are still active as the "fixed" duration of time hasn't been hit yet.

It resulted in a funny situation in this clip but I imagine it might be more frustrating when you're newer or don't have sparks to burn

https://youtu.be/6qtC_P38btw

Additionally I would genuinely love to fight this version of RT again for a challenge, but I can imagine it is frustrating to face to majority of players.

Also when the RTs are defeated with crystals - their crystals are not obtainable and float on both sides.

If you wish to view the entire fight from a solo perspective I also uploaded it here:
https://youtu.be/UF593g7Tiic

Not a pro but i think it could help you see the speeds of the twins, the size of crystals on large enemies, the crystals spawning outside of the platform, and the laser attacks. I would like to iterate one more time that this was very fun but just needs some fine tuning but it is understandable if you remove this interaction :(

Thu, 07/30/2026 - 20:31
#1
Kyiia's picture
Kyiia
regarding bad experiences for new players

i would have expected the modifier to be arcade-only and not appear in missions - always appearing for the duration is definitely weird, it means there's no "default experience" during standard progression. maybe if it were opt-in in missions?

Fri, 07/31/2026 - 03:09
#2
Vyre-Acidlashed's picture
Vyre-Acidlashed

I actually kind of like the idea of being able to opt in to clockwork events for missions, too... *if* it means the difficulty adjust preserves whatever additional rewards those events imply. It'd add much needed variety for experienced players, but new players still need an opportunity to experience the game raw so they can build up motivation to experiment more - just like what the difficulty system offers.

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