


The enemy succubus could do the same, it could be three red balls in a row, or nothing but lightning. The skulls can fire either of their shots with 50/50 odds, so the whole screen could be nothing but slow shots, or they might spam lethal blasts, or any mix you want. What does this result in? A pile of RNG bull. So even though they always move at the same pace, they quickly get out of sync with each other. Each attack from any of these things cause the entity to hold in place for about two seconds before firing. They can be one of three things, blue lightning in a triangle shape, a green blast that is just a straight shot, and a red ball that is also a straight shot but is the one attack you can knock back into her. The enemy succubus' goes back and forth across the top of the screen firing attacks down. These shots can be deadly green blasts that move fast, or red dots that move slow and cause you to move slow. Two skulls go up and down on the far sides occasionally firing across the screen. Why this is a badly-designed boss is all the RNG involved. The problem is, you can only ever hurt her by one single method, playing tennis with one of her attacks.

So, for anyone who hasn't bothered to play Sword to the end, the final boss is a hyper-powerful succubus that is going to straight up kill you.
