So he went in again and again until he got lucky with drops (if the boss have no timer or you die before the timer is up, damage reduction and heals beat any combo) and killed it.
Then proceeded to whine how empty and bad it feels, therefore designers are wrong. “But I know for a fact that I would have enjoyed Dead Cells more had I beaten the last boss two runs earlier than I did two runs later. ”
Dear Azuriel and dear lurking devs: nobody cares if you (the players of your game) enjoy the game. What matter is that you kept playing. Had you killed the last boss 2 runs earlier, you’d abandoned the game an hour earlier. Difficulty isn’t about “having fun”. Naked costumes, mailboxes, dance emotes and the ability to write “Anal [Eviscerate]” on global chat is created for “having fun”. Difficulty is needed to keep playing and give a sense of accomplishment and exclusivity.
Do you think Marathon runners are having fun at the 30 km mark? But they still show up at the race, without anyone paying them, as a hobby. They keep running because it’s hard. Because it’s an accomplishment.
You can tell whatever you want Azuriel, actions speak louder: you kept playing until you killed the boss!