SG - Invasion how to make difficulty not through challenge, but through shoddy design.
Here's a short list of all that's wrong:
Bullet-Hell gameplay without the most needed element for such games : DIRECT CONTROL. Bullet Hell games are usually played with a controller, so obviously you gonna run into trouble when you have to navigate your character by mouse-click. Dodging skillshots in normal league is about prediction and reflex on a SINGLE OCCASION, not about navigating through a complex maze. You can't just copy one mechanical genre into another ane expect it to work.
Riot Games apparently has no idea what function a "boss" has besides being the end of the game. Bosses are the actual "meat" of a game. You win a game by beating the bosses. Everything else is pleasant filler. This game, given it's lenght, would have needed at least two bosses - maybe one a bit weaker, but at least something with a bit more personality than just throwing bigger version of the same mobs I'm already facing at me.
Also, not even Dark Souls forces you to do the entire area again to get to the boss once you are dead - there's always a shortcut to unlock or a bonfire to find. Not so here, the levels are hard as fuck, but you have to do them ALL OVER AGAIN to get to the boss again. This would be point three of shoddy design.
That's three points already that make this game needlessly harder than it should be, completly disregading enemy numbers, stats, and moves.
I kinda always wanted Riot to do another games besides League of Legends, but if I see how many literal "noob mistakes" have been made here, somehow I get the feeling that maybe they shouldn't...