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* BreatherLevel: The Holoface Archive, the final level of the initial zone (before you enter the Chaos Dimension), is a peaceful gallery that commemorates the game's crowdfunders. It is completely devoid of enemies, and even presents two free Ore Fragments.
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* BreatherLevel: The Holoface Archive, the final level of the initial zone (before you enter the Chaos Prodeus Dimension), is a peaceful gallery that commemorates the game's crowdfunders. It is completely devoid of enemies, and even presents two free Ore Fragments.
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** Fiends. They are among the game's most common enemies, and their signature attack is a long-range fireball. They're pretty manageable one-on-one, but can be a real pain when they show up in large enemy waves.
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** Fiends. They are among the game's most common enemies, and their signature attack is a long-range fireball. They're pretty manageable one-on-one, but can be a real pain when they show up in large enemy waves.
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* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it [[DeathIsASlapOnTheWrist hardly feels like a penalty]] and, at worst, just makes it a nuisance to trudge through areas that have already been cleared. These players wish the developers would at least add an option for Nexus Points to reset level progress.
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* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it [[DeathIsASlapOnTheWrist hardly feels like a penalty]] and, at worst, and often just makes it a nuisance to trudge through areas that have already been cleared.cleared [[note]]in fairness, it also keeps you from OneHundredPercentCompletion, which involves getting a no-death run on every level[[/note]]. These players wish the developers would at least add an option for Nexus Points to reset level progress.
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* BreatherLevel: The Holoface Archive, the final level of the initial zone (before you enter the Chaos Dimension), is a peaceful gallery that commemorates the game's crowdfunders. It is completely devoid of enemies, and even presents two free Ore Fragments.
** Skull Fish, a flying enemy that beelines to the player for an explosive SuicideAttack. Thankfully they have very low health, so you can easily take them out first... unless they notice you before you notice them. And to make it even worse, they almost always show up in packs.
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* SugarWiki/HeartwarmingMoments: In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out, however, is one that's of a grey and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
* PlayTheGameSkipTheStory: The game itself seems to encourage this as it avoids pushing its narrative on the player, in keeping with its retro sensibilities. Story/lore dumps are scarce and can easily be ignored (oftentimes even missed), while the gun-toting, monster-slaying gameplay takes center stage.
* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it hardly feels like a penalty and, at worst, just makes it a nuisance to trudge through areas that have already been cleared. These players wish the developers would at least add an option for Nexus Points to reset level progress.
* PlayTheGameSkipTheStory: The game itself seems to encourage this as it avoids pushing its narrative on the player, in keeping with its retro sensibilities. Story/lore dumps are scarce and can easily be ignored (oftentimes even missed), while the gun-toting, monster-slaying gameplay takes center stage.
* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it hardly feels like a penalty and, at worst, just makes it a nuisance to trudge through areas that have already been cleared. These players wish the developers would at least add an option for Nexus Points to reset level progress.
to:
* SugarWiki/HeartwarmingMoments: In the Hollow Face Holoface Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out, however, is one that's of a grey and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
* PlayTheGameSkipTheStory: The game itself seems to encourage this as it avoids pushing its narrative on the player, in keeping with its retro sensibilities. Story/lore dumps are scarce andcan easily be ignored (oftentimes even missed), while the gun-toting, monster-slaying gameplay takes center stage.
* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it [[DeathIsASlapOnTheWrist hardly feels like apenalty penalty]] and, at worst, just makes it a nuisance to trudge through areas that have already been cleared. These players wish the developers would at least add an option for Nexus Points to reset level progress.
* PlayTheGameSkipTheStory: The game itself seems to encourage this as it avoids pushing its narrative on the player, in keeping with its retro sensibilities. Story/lore dumps are scarce and
* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it [[DeathIsASlapOnTheWrist hardly feels like a
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* SugarWiki/HeartwarmingMoments:
** In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out however is one that's of a grey and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
** In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out however is one that's of a grey and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
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** Fiends. They are among the game's most common enemies, and their signature attack is a long-range fireball. They're pretty manageable one-on-one, but can be a real pain when they show up among large enemy waves.
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** Fiends. They are among the game's most common enemies, and their signature attack is a long-range fireball. They're pretty manageable one-on-one, but can be a real pain when they show up among in large enemy waves.
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* SugarWiki/HeartwarmingMoments: In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out, however, is one that's of a grey and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
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* SugarWiki/HeartwarmingMoments: In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out however is one that's of a black and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
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* SugarWiki/HeartwarmingMoments: In SugarWiki/HeartwarmingMoments:
**In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out however is one that's of ablack grey and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
**In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out however is one that's of a
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Added DiffLines:
*SugarWiki/HeartwarmingMoments: In the Hollow Face Archive, multiple holographic depictions of the faces of Kickstarter backers and developers can be found. Standing out however is one that's of a black and white cat, with the nametag reading "I miss you buddy". Crosses over with TearJerker a bit, but it's hard not to smile at someone choosing to immortalize their pet rather than themselves.
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Added DiffLines:
* GoddamnedBats:
** Fiends. They are among the game's most common enemies, and their signature attack is a long-range fireball. They're pretty manageable one-on-one, but can be a real pain when they show up among large enemy waves.
** Crawlers are essentially baby versions of the Bloaters, with much lower health pools, but they greatly make up for this in mobility. As a result, they can be much more annoying to kill as they quickly leap and scurry to dodge your shots. Also, they spit the same lava projectiles as their adult counterparts, giving them the potential to deal high damage if you're not careful.
* PlayTheGameSkipTheStory: The game itself seems to encourage this as it avoids pushing its narrative on the player, in keeping with its retro sensibilities. Story/lore dumps are scarce and can easily be ignored (oftentimes even missed), while the gun-toting, monster-slaying gameplay takes center stage.
** Fiends. They are among the game's most common enemies, and their signature attack is a long-range fireball. They're pretty manageable one-on-one, but can be a real pain when they show up among large enemy waves.
** Crawlers are essentially baby versions of the Bloaters, with much lower health pools, but they greatly make up for this in mobility. As a result, they can be much more annoying to kill as they quickly leap and scurry to dodge your shots. Also, they spit the same lava projectiles as their adult counterparts, giving them the potential to deal high damage if you're not careful.
* PlayTheGameSkipTheStory: The game itself seems to encourage this as it avoids pushing its narrative on the player, in keeping with its retro sensibilities. Story/lore dumps are scarce and can easily be ignored (oftentimes even missed), while the gun-toting, monster-slaying gameplay takes center stage.
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Added DiffLines:
* DemonicSpiders: Sniper Zombies. True to their name, they keep their distance and try to kill the player with powerful sniper shots. Since they spawn so far away, it can be difficult to detect their presence until you notice their laser sighting (which you may not even see if you're facing the wrong direction). If you don't take cover, expect to suffer massive damage, especially if there are ''multiple'' Sniper Zombies aiming at you.
* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it hardly feels like a penalty and, at worst, just makes it a nuisance to trudge through areas that have already been cleared. These players wish the developers would at least add an option for Nexus Points to reset level progress.
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* ScrappyMechanic: The checkpoint (a.k.a. Nexus Point) system works like most other games' checkpoint systems... except that when you die and respawn, all of the enemies you previously killed ''stay dead''. For some, this undermines the game's challenge and fun factor, as it hardly feels like a penalty and, at worst, just makes it a nuisance to trudge through areas that have already been cleared. These players wish the developers would at least add an option for Nexus Points to reset level progress.
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