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Dustforce dx ss speedrun
Dustforce dx ss speedrun












To call any kind of teaching aspect hand-holding is a bit insulting and more importantly misplaced. And knowing them now, I looked back through and still couldn't find where they were taught, or even hinted at, by the game. I've cleared some of the red key SS levels before starting this thread with no clue about various control mechanics I've learned from other posters explaining them to me here. To back that up I'd cited a number of my findings playing through the game, such as the u-turns in Library that look like you'd run through them (as in the Tutorial) but actually require you to jump mid-way through.ĭoes the game teach these things through subtle level design? I fiercely disagree. My complaint was actually fluidity, not just of controls but how they needed to be applied. isn't something I said, but looking at the advanced technique video yet again I question if either the simultaneous jump and dash when only one is normally possible, or jumping directly off spikes from a very specific angle, could have been intended. In Dustforce, such techniques seem needed and are equally not taught.ĭustforce having unrefined controls. But I finished Melee and Brawl insofar as they could be, save for a handful of trophy cabinet shelves that would have been a boring grind to open.

dustforce dx ss speedrun

I don't know what it stands for and would have no interest in learning. There's a lot here that responds as if I'd said things I haven't, so forgive me for only responding to the relevant parts here. So, are there any custom maps people have made that properly teach the controls of this game? Going back to the previous two areas I could list plenty of segments where it feels like you need to misuse your abilities to get by.īut again, I must just be playing wrong. These just being the latest examples of many. Again, what control nuance must I have overlooked? Warehouse has a wall jump segment where the ascent gaps are so small you regularly overshoot them, which feels clunky instead of fluid.

dustforce dx ss speedrun

Its ending has another long gap before the last enemy that I'm convinced has a sensible way to get through faster, but have no idea what it is. Park's opening literally requires momentum control that is not mentioned anywhere in the game.

dustforce dx ss speedrun

I've done Forest and Mansion all SS now, but even the no-key levels on City (which I've now struggled through) have been an exercise in pure frustration. I hear so much praise about it that I've got to be wrong, right?īut I'm not seeing it. So lately I've got back to trying this game to once again challenge my belief that it's terribly designed.














Dustforce dx ss speedrun