![]() There is a subtle symbol on the ground that tells you where a false wall or path may be, but you are never told this. ![]() There are many secrets to find, though there is an annoyance. This makes the land feel more real, and makes the exploration feel like a real adventure. The game progress structure is that of Dark Souls, you are placed in a hub able to choose a few directions to go, and where you go first will shape your experience based on what your learn and what items you get. Each time you make a certain amount of progress you start coughing up blood and watch the same exact flashback you already saw in the beginning of the game over and over, seeing yourself get bloodily stabbed through the chest, with a loud sound effect that suddenly gets clipped. Anthropomorphic animals from your childhood being slaughtered, their decapitated bodies lying everywhere, just like like his childhood happiness was taken from him. Why? Is this done in a cool fantastical Bloodborne/Darth Vader/Mordor way? No, this is because the developer suffers from heart disease, and he wants to spread his pain into you. The entire game leans heavily on pain, sadness, and inescapable despair. Although this does have deeper implications to the emotion of the piece. This just seems a bit too children’s cartoon for the setting. Each place you go has different animal people that got attacked by mean animal people. It seems all indie developers can’t live without shoehorning in an out of the blue feudal Japan enemy, because Japan makes video games and animated tv shows. ![]() After hours of soaking in a unique fantasy setting, bouncy shrunken ninjas certainly seem cartoonishly out of place. Hopefully it's clear enough, if not just shoot me a reply and we'll see what we can do about it.14h 4m PlayedHyperLightDrifter - 9/10 - emphasizes and also greatly enhances the visuals and animation incredibly! Animal people talk to you in pictures instead of words, and this emphasizes the ambience of the place, as well as the space this game puts your imagination in. If your drifter goes out of sync again somewhere along the way, leave loop at 797 and repeat the above steps with "sleep" line with your current number, but keep the changes in maximum of 5. if you reach a point that your drifter does not go out of sync up to 100 dashes (which is what you set the script to do), increase "Loop 97" to 797 and try to beat the challenge with it. Slow, steady and methodic is the way to go here Do not be tempted to change by too much as the result most of the time will be very unpredictable. if you can't see the difference, take it a little further and increase by 20 (to 225) instead of 10 and see how drifter behaves then. If your drifter stays in sync longer than 30 dashes it means your small increase worked in favor of keeping in sync, so increasing is the good direction to take. here is the important bit: if your drifter goes out of sync sooner than before (before 30 dashes), you have to decrease the number instead and small decreasing will be the good direction to go. You will have to play ONLY with the line "Sleep 205". I would suggest to change "Loop 797" number to 97 (it controls the number of dashes, 97 is for total 100 dashes, as first 3 are in first loop). I've been led to believe that the gear does work, there's others that change other things in your character (like the one you're doing the challenge for - massive increase in stamina). Ookay :O It worked perfectly on my PC, so I assume there are some subtle differences in our machines that affect the overall timings. I used "easier dashes" gear along with the script (gear I have in mind is Challenge gear - "Green/Blue") n:: What you do is set the game to keyboard controls and windowed mode, set your cursor on the stamina recharge plate, then press N and let the script do it's thing. I personally reached 599 dashes on a controller, but after that was so fed up that I made autohotkey script to do that for me. He tells you about 4 modules in each area, because you need 3 to unlock the gate to the boss and 1 more to get the cut scene. I have no idea how that translates to bpm (235bpm first 3 dashes, then 260bpm every next?) but I guess you can calculate that yourself somehow. The only time the map shows you where they are is if the pink caped drifter tells you. Yes, the speed of dashes winds up a bit once you're past 3rd or so. In both cases, 25ms of key being held down is included. If that helps you, first 3 dashes are 255ms apart, and every chained one afterwards is 230ms.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |