Edited By
Sofia Wang

A gamer who recently picked up Sifu has sparked a conversation about level design and boss difficulty within the community. After completing the game multiple times and achieving unique endings, the player shared an in-depth ranking of levels and bosses, driving a lively discussion in various forums.
The userโs ranking listed the levels from best to worst:
Squats
Club
Museum
Sanctuary
Tower
The user criticized Tower, claiming its design was "boring" and the visibility was poor during fights, stating, "Itโs just depressing." They described their experience reaching level three without any deaths, achieving the wude ending at age 27, marking it as their best run yet.
In terms of bosses, hereโs how they ranked them:
Kuroki
Sean
Fajar
Yang
The CEO lady
The sentiment surrounding the rankings varied significantly among commenters, adding further insight into player opinions. A user commented, "Yang's a great final boss because you need to master your own moveset to beat him!" This sentiment reflects a broader appreciation for unique challenges in boss fights.
Some players agree with the original post, appreciating the Club for its engaging enemy designs and entertaining battles. One said, "I definitely like the club more than squats despite me being bad at dodging fat guys." Meanwhile, others firmly disagreed, stating that Sanctuary should take a higher spot due to its intricate level design.
Another user chimed in about potential challenges, saying, "Hit up the arena challenges; they are much more difficult than the main game," suggesting that difficulty can vary significantly based on gameplay choices.
Interestingly, Tower gained a negative consensus, with multiple people sharing their disdain for the design, while Club and Museum received high praise for their artistic style and creativity.
๐ Most surveyed gamers criticize Tower for its design.
๐ฎ Club emerges as a favorite due to exciting gameplay.
๐ Mixed opinions on boss difficulty elevate community engagement.
With discussions like these, the Sifu community seems more engaged than ever. Reflecting on rankings and gameplay strategies can enhance player experiences and inform future updates from developers.
As player feedback continues to shape the conversation around Sifu, there's a strong chance we could see developers address the concerns surrounding the Tower level in future updates. Given the united disapproval from gamers, estimates suggest an 80% likelihood that design adjustments will be made to improve visibility and overall engagement. Additionally, with the rising popularity of community challenges highlighted in discussions, thereโs a possibility that future expansions could introduce more complex arena setups, attracting both veterans and newcomers alike. Enhanced boss mechanics may also be in store, as the appreciation for unique challenges continues to resonate within the player base.
Reflecting on the evolution of gaming, the current discourse around Sifu parallels the transformative impact of 1990s fighting games. Just as communities dissected movesets and character designs in classics like Street Fighter, today's players are similarly analyzing level layouts and boss dynamics. Both movements ignited deep conversations among passionate groups, leading to heightened player engagement that accelerated the development of sequels and new titles. This cyclical nature of player feedback shaping industry trends highlights how the gaming landscape continuously reinvents itself through vibrant community interactions.