DISCLAIMER: No, I didn’t just lose to a Yolk-Star boss and come here to unleash my rage (in fact I haven’t faced a Yolk-Star yet today), these are my educated thoughts on it that I gathered throughout my missions. I like the Yolk-Star’s concept as a boss-fight, I just think it has some balancing issues and want to suggest some possible solutions.
THE PROBLEMS:
I have been playing CIU for a little while (I’ve played on the Seasoned skill level for the most part) and I still find the Yolk-Star to be the toughest boss (harder than even Chicken Exponentiality!) The main cause of its difficulty is that there is so little space to work with. In other boss-fights you can execute big maneuvers quickly in order to be able to get out of tough situations, while still having to be aware of incoming bullets wherever you go. But in the Yolk-Star fight, you have no room for big swoops, the moment chickens start spawning behind you you’re in big trouble, even in lower difficulty levels. And the fact that there are weapons and atoms coming down to bait you into your doom makes it all the more frustrating.
Additionally, you never know when the chickens behind you are going to spawn, unless you’re constantly keeping a good look at the percentage bar. And having to do that all while trying to dodge big-hitbox lasers and enemies from the previous wave adds an additional tedious layer of difficulty to the boss-fight.
Another little detail that can be very frustrating is that in the second phase of the fight, it can occasionally be near impossible to get the atoms that fall from beating the first phase, since the boss moves towards them too quickly. Not something relevant to the difficulty but really frustrating nonetheless.
THE SOLUTIONS:
First and foremost, regarding the lasers, my suggestion would be reducing the amount of them and/or their hitbox size. This isn’t a very groundbreaking idea, but it could help in giving the player some space to roam, especially in lower mission difficulties / skill levels. Additionally, some indicators showing where they’re gonna hit could go a long way in making the fight less frustrating.
As for the enemies coming from behind, a DANGER ZONE indicator appearing shortly before they spawn is necessary in my eyes.
One last suggestion that would help in balancing both aspects would be to expand the entire field of the boss-fight by zooming out the camera a little bit. That way the player is immediately granted a bit more space to maneuver around the lasers and incoming enemies (even if the amount of lasers stays the same). I don’t know how hard that would be to implement in practice though, that’s for the devs to decide.
These are my thoughts and suggestions for the Yolk-Star fight. I believe I’m not the only one struggling with this boss, feel free to back me up on my suggestions or critique them!