I don't get the hype for this game... it has an original and well made artistic direction... but what else? Bosses fight like in any sidescroller platform?
I just don't get it... :\
Castle Crasher looked much more funny even just by the trailers...
This kind of feels like the opposite of what I feel when looking at games like "N++" or "Thomas Was Alone". They take the time to have solid gameplay that people love, but they look really boring from an artistic standpoint. Characterization and animation are some of my favorite things in games, so to almost have none of either just seems deplorable to me.
But that's why you have to dig deeper. Most games that garner attention deserve that much, even if it's not ones genre of choice.
Cuphead offers dynamic difficulty for it's main attraction, which is a solid feature I wish more games did off the bat. Making bosses easier or harder isn't just about changing damage values; it's about changing shot patterns, adding unique forms, and giving one more reason to use the deeper mechanics as the game gets harder. Talk about a way to make successive plays more interesting!
Character / gameplay wise, you have a variety of special attacks (Big beams, Hadoukens, more) as well as special dodge / defensive skills (such as your dash turning into a ninja-like teleport) that allow you to adjust your style. There's also the Parry attack (Double jump off Pink bullets) that lets you counter attack with the enemies bullets. This parry-like thing is also used to try and catch the soul of a dead partner in co-op, to keep them from flying away and losing their life. So even if it's simple on the outside, it's got layers of depth beneath the initially obvious.
Also, it's more than just "well made artistic direction"; you can have that and still make limited assets, poor animations, and few actual characters. Cuphead treats every boss and bad guy almost like it's own game onto itself. This MIGHT be lessened a bit by the inclusion of the platform stages, but the main stars of the show all feature a level of refinement to their "boss rushes" that many games don't even dare to attempt.
As "bosses", we've seen flying stages, multi-tiered, scrolling, or multi-stage, all with an attempt to give the details like projectiles, minions, and locations their own original sprites and characters. It's not a game with, say, 3 bosses that get color swaps and accessories to make them "new".
There's just something nice about a product focusing on doing a small set of things right.
To me, it's those that get much more long-term play, rather than Modern Beauty games that are only worth a single run, due to being produced in a way that make them little more than "this years model". You only be a handful of such games per generation.