![]() ![]() The game being frustrating to learn comes up somewhat regularly, and the division of opinions on the subject is often related to past experience with fighting games (Smash in particular), which the movement in Dustforce draws a lot of inspiration from. In general I feel that a lot of your reservations with the game mechanics/design of Dustforce come from inexperience with the controls, so there's not much of a discussion to be had there right at this moment. The important thing to note is that Dustforce is not a precision platformer, it's a momentum-based one while there are a few late exceptions, the stock levels don't require particularly precise inputs to be completed/SSed. You are a trooper if you read all of this This is sparse though so it is a minor point. The music and pacing of the game is incredibly well done, except some levels that have you cover a large distance before you can even get your combo going, that is bad, since you restart so many times I dont want to dash for 15 seconds just to get back into the meat of the level. I can get some good boosts going from down dashing into a slide and continuing dashing to carry it for a little while but the things I see in replays are insane.Įven with all these frustrations I keep coming back to the game and placing decently on the leaderboards so it must be doing something right, I just wanted to rant about something I guess. In replays I always see skilled players at the game flying around at crazy speeds from slopes and dashing and the inputs required for this must be crazy. ![]() I know they designed it that way to keep novices from entering difficult levels, but they already have a key system in place for that. You need to have a solid grasp on momentum and dashing/sliding to get to a lot of doors and in some places it seems excessive. But I am not sure what determines if you will get surface dust under an enemy or not In replays I see skilled players use their special attack and clear dust that is even offscreen from their position, or seemingly reaching more enemies then it appears I can from the same location, it's weird.Įdit for clarification: I am aware that the special attack is a circle with 14 block radius starting from your characters feet and this circle is used to determine which enemies are caught in the special, but I am talking about dust on surfaces (or dust blocks) I think that enemy position at the time of activation affects whether or not they are caught in it. Special attacks seem random sometimes as well. If you press the attack button before you press a direction, the attack will go in that direction but afterwards you will face back the other way. There is one quirk about the attacking system that really makes me frustrated too. Towards the end of rooftops is another good example of this. I know that I was just late to press dash and that counts as the double jump but I mean it just seems like a lot of the time it should count because it looks like I pressed dash while still on the ground but I guess not. I miss a lot of these because it appears like my double jump gets "eaten". Sliding down and dashing + double jump (or roof sliding) afterwards is expected of you in a lot of places as well to clear some gaps. This situation happens in so many levels. Or if you fail to hit your jump at the left edge of the roof, it wont start the slide and you will fall. This happens a LOT and is by far the worst part about the game.Ī good example is rooftops, right at the beginning of the stage you are expected to do 2 wall jumps into a roof slide, but if you press up+right too early on the second wall you will run up the wall rather then jump and walk into the spikes. Either that or your slide wont cover enough distance to get all the dust and/or make it to the next slide in the chain. So much of the time it seems that not only your inputs need to be precisely timed and accurate, but you also need to hit the wall/roof at close to it's edge to begin the wall/roof run rather then just have your character stop and fall. Things like trying to go around a right angle, or a lot of the sections that expect you to walljump into a run on the roof. And the floaty/sticky nature of the engine doesn't help It's not just that, but a lot of the level design isn't condusive to these precise controls sometimes. The road to mastering this precision is incredibly frustrating, however. ![]() But this momentum based platformer is dependent on precise controls, and that is exactly what the controls demand, is precision. I have seen a lot of discussion on how "bad" the controls are in this game. ![]()
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