The problem I have with the float burst is not being able to do a second burst after it, which is understandable but made it less appealing for me. At first it was pretty good because I hadn't got the hang of Plague Knight's movement but eventually I saw it more as a detriment.
Propeller Knight was the first boss to give me a bit of trouble, and pretty much solely because he could deflect bombs (and his hitbox for that was a bit iffy--stood behind him throwing bombs and they were bouncing off his back on one try) and the knock back happened to be the perfect length to get hit into the holes made by the cannons mid-way through the battle so getting hit a single time tended to be a death wish.
I succeeded, however, once I configured the bombs to explode at a short range and use an explosion which went through blocks as to hit all of his hitbox area. It's nice you can take different approaches to the bosses/levels through the use of different item combinations, while still being in the same ballpark.
Anyone else feeling like there's sometimes a bit of input lag or your double jump isn't resetting for some reason? More than once I've been above a pit or spikes but my double jump didn't activate in time despite there being more than enough time to save myself. There was one part on Polar Knight's map where I was jumping to a falling platform, and then jumped off again and needed to double jump but it just wouldn't work and it took me a good 5 odd tries (luckily right next to a respawn).
Really good DLC, didn't think a new character with new moves would make the game this fun to replay but it's blown my expectations out of the water so far. Here's hoping the next few character DLCs will be this enthralling!
Edit: Looking at the stretch goals again, they have a similar description for the 'Gender Swap Mode' as they do for the 'Playable Boss Knight', anyone reckon they'll give Shield Knight (assuming the gender swap will be Shield Knight) unique game play similar to the Boss Knights or just story/sprite changes?
Propeller Knight was the first boss to give me a bit of trouble, and pretty much solely because he could deflect bombs (and his hitbox for that was a bit iffy--stood behind him throwing bombs and they were bouncing off his back on one try) and the knock back happened to be the perfect length to get hit into the holes made by the cannons mid-way through the battle so getting hit a single time tended to be a death wish.
I succeeded, however, once I configured the bombs to explode at a short range and use an explosion which went through blocks as to hit all of his hitbox area. It's nice you can take different approaches to the bosses/levels through the use of different item combinations, while still being in the same ballpark.
Anyone else feeling like there's sometimes a bit of input lag or your double jump isn't resetting for some reason? More than once I've been above a pit or spikes but my double jump didn't activate in time despite there being more than enough time to save myself. There was one part on Polar Knight's map where I was jumping to a falling platform, and then jumped off again and needed to double jump but it just wouldn't work and it took me a good 5 odd tries (luckily right next to a respawn).
Really good DLC, didn't think a new character with new moves would make the game this fun to replay but it's blown my expectations out of the water so far. Here's hoping the next few character DLCs will be this enthralling!
Edit: Looking at the stretch goals again, they have a similar description for the 'Gender Swap Mode' as they do for the 'Playable Boss Knight', anyone reckon they'll give Shield Knight (assuming the gender swap will be Shield Knight) unique game play similar to the Boss Knights or just story/sprite changes?