Wings of Vi - Not Myougi's Castle
Re: Wings of Vi - The Raging Jumping Pikachu
Can someone please confirm that the mushroom stayed collected? I'm worried.
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Re: Wings of Vi - The Raging Jumping Pikachu
What purpose does collecting these random fruits even accomplish?Sebby19 wrote:Can someone please confirm that the mushroom stayed collected? I'm worried.
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Re: Wings of Vi - The Raging Jumping Pikachu
Gotta give this game credit, it appears to have retained a very consistent level of difficulty throughout...
...Pixel perfect precision platforming consistency is still a form of consistency...
...Pixel perfect precision platforming consistency is still a form of consistency...
Gotta make that 101% bonus four course dinner with the cooking minigame of course!Alice wrote:What purpose does collecting these random fruits even accomplish?Sebby19 wrote:Can someone please confirm that the mushroom stayed collected? I'm worried.
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Re: Wings of Vi - The Raging Jumping Pikachu
Oh man that death counter montage. Glorious. We haven't hit Sen's Fortress yet, but the game is starting to pick up.
I can confirm that the mushroom stayed collected. All items remain collected once the cutscene has fully completed.
And I will not say what it is used for, and I really hope no one else does either.
I can confirm that the mushroom stayed collected. All items remain collected once the cutscene has fully completed.
And I will not say what it is used for, and I really hope no one else does either.
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Re: Wings of Vi - The Raging Jumping Pikachu
It's obviously for when Vi sits down to make a Knytt Stories level.WhattayaBrian wrote:Oh man that death counter montage. Glorious. We haven't hit Sen's Fortress yet, but the game is starting to pick up.
I can confirm that the mushroom stayed collected. All items remain collected once the cutscene has fully completed.
And I will not say what it is used for, and I really hope no one else does either.
I'm sorry.
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Re: Wings of Vi - The Raging Jumping Pikachu
I hope so too. So far there haven't been many unnecessary spoilers except a few in the youtube comments though :WhattayaBrian wrote:Oh man that death counter montage. Glorious. We haven't hit Sen's Fortress yet, but the game is starting to pick up.
I can confirm that the mushroom stayed collected. All items remain collected once the cutscene has fully completed.
And I will not say what it is used for, and I really hope no one else does either.
Also, since we were talking about normal/hard differences earlier, that spider tunnel we saw today is absolutely brutal in hard mode.
HP : 6 in normal, 9 in hard
Damage : 20 in normal, 30 in hard
This guy follows you around once you get in its range and alternates between short jump and big jump.
In hard mode you cannot easily kill them since they have so much hp, and it's extremely hard to dodge them since the tunnel is so narrow and they can jump to where you are if you camp. In the end I pretty much had to tank my 3 hits on the hardest spiders because I couldn't find a way to reliably kill them. Combined with the fact that you don't have much room to experiment with their pattern before you get to this place, and that you respawn all the way to the minecart when you die, this was one of the hardest non-bosses segments of the game for me.
Maybe I missed something obvious about them though
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Re: Wings of Vi - It had to be lasers
Yeah they're tricky. Though, people have completed Doomed Demon runs (Doomed modifier makes you die in one hit to anything), so it's certainly possible.
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Re: Wings of Vi - It had to be lasers
I hope all the collectible food items form some kind of delicious mutant companion once you get all of them.
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Re: Wings of Vi - It had to be lasers
Does using the save point to heal respawn nearby enemies?
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Re: Wings of Vi - It had to be lasers
wings of vi, more like wings of PEE
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Wings of Vi - It had to be lasers
If it did, that would be really dumb. raocow should've used it to heal while fighting those plants.Ometeotl wrote:Does using the save point to heal respawn nearby enemies?
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Re: Wings of Vi - It had to be lasers
you can't. a savepoint won't heal you if you touch it more than once until you hit another one.
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Re: Wings of Vi - It had to be lasers
Oh...
At least you still have that magical levitating bunny.
At least you still have that magical levitating bunny.
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Re: Wings of Vi - Underwater Minesweeper
Haha yeah I think that is THE room that made solgryn choose to have non-healing checkpoints. Also I agree that the normal enemies are actually more powerful and more annoying to deal with than bosses (though they still have an weakness in their behaviour you can exploit)
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Re: Wings of Vi - Underwater Minesweeper
oh gosh golly gee this area is indeed a thing. I'm glad rao's spirits haven't been drained yet~
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Re: Wings of Vi - Underwater Minesweeper
...Because he'll need plenty of booze to make it through the next section?Pikabread wrote:I'm glad rao's spirits haven't been drained yet~
Re: Wings of Vi - Underwater Minesweeper
I'm really glad raocow played Super Meat Boy before this game and got used to the idea of dying 50 times a section
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Re: Wings of Vi - Underwater Minesweeper
So is it just me or are there other people here who have beaten the game and gotten most of the secrets that just wince whenever raocow uses his jumps and flutters in the wrong order, and who call out at the screen like 'come on, just jump up there! Check for a secret THERE' every time raocow is near a secret?
Because I totally do that.
Because I totally do that.
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Re: Wings of Vi - Underwater Minesweeper
Ehehe, I guess you could say that.Le Neveu de Rameau wrote:...Because he'll need plenty of booze to make it through the next section?Pikabread wrote:I'm glad rao's spirits haven't been drained yet~
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Re: Wings of Vi - Underwater Minesweeper
Ah yes, the ememies. They're the main reason that when I lost my save, I restarted on Angel rather than try Mortal again. It does sometimes feel cheap when I'm tanking hits no problem, but the game is much more enjoyable to me this way.
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Re: Wings of Vi - Underwater Minesweeper
This game would have benefited from not having regular enemies.
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Re: Wings of Vi - Underwater Minesweeper
My concern with the normal enemies is that fighting them seems more tedious than anything else. They just take so many hits to destroy. If they took fewer hits but dished out more damage, they could still be equivalently "dangerous" while still allowing for the quick death-retry cycles that the platforming segments allow.
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Re: Wings of Vi - Underwater Minesweeper
I don't mind so much about the secrets, but I definitely cringe when something is clearly set up to be jump, flutter, jump, and he brute forces it into jump, jump, flutter. But hey, if it works, it works.KingTwelveSixteen wrote:So is it just me or are there other people here who have beaten the game and gotten most of the secrets that just wince whenever raocow uses his jumps and flutters in the wrong order, and who call out at the screen like 'come on, just jump up there! Check for a secret THERE' every time raocow is near a secret?
Because I totally do that.
Edit:
So I just got a chance to watch today's episode, and I would like to caution people from jumping on the "raocow had trouble with it therefore it's bad" mindset that occasionally takes root. The enemies are not perfect, and certainly worthy of some criticism, but I'd like people to remember that raocow is still learning how to play the game, and therefore the enemies aren't dying as fast as they might. Wings of Vi intends for you to destroy enemies quickly and efficiently so that they don't become overwhelming (like for example filling the screen with bullets). In particular...
Enemies do die quickly, for the most part. There are three major categories of enemies:Voltgloss wrote:My concern with the normal enemies is that fighting them seems more tedious than anything else. They just take so many hits to destroy. If they took fewer hits but dished out more damage, they could still be equivalently "dangerous" while still allowing for the quick death-retry cycles that the platforming segments allow.
1. Normal enemies: there are pretty much everyone we've seen so far. They have few hit points (<=6, generally), and, with a normal attack that does 4 damage, die in 1 or 2 hits.
2. Stationary enemies: the big purplepink blaster guys from the first area, among others. They have more HP, but don't move and are generally more of a platforming puzzle than an "encounter".
3. <spoiler>: this jackass is in the second to last area, has a bunch of health, and moves around erratically. Meh.
raocow is not using his melee and ranged attacks effectively (which, once again, is fine; he's learning, and we are along for the ride). He's missing shots and not spacing himself correctly. We'll see how he improves over the course of the game.
Last edited by WhattayaBrian 8 years ago, edited 1 time in total.
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