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== Beat == | == Beat == | ||
− | + | Actions you and enemies perform must be done to the beat of the music. These include: | |
* Firing | * Firing | ||
* Reloading | * Reloading | ||
− | * Dashing | + | * Dodging (Dashing) |
− | * Using | + | * Using [[abilities]] |
− | Note that jumping | + | Note that jumping and moving does not have to be done to the beat of the song. |
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== Rhythm Bar == | == Rhythm Bar == | ||
− | [[File:RhythmBar.png|thumb|The | + | [[File:RhythmBar.png|thumb|The Rythym Bar]] The Rythym Bar appears in the center of the screen and acts as both a crosshair and an indicator of when to perform actions on beat. |
− | The large | + | The large arrows indicate full beats, and the small arrows indicate half beats. Any action can be performed on either a full or half beat. |
=== Indicators === | === Indicators === | ||
− | When fighting certain enemies, the rhythm bar will display special indicators instead of the usual full beat | + | When fighting certain enemies, the rhythm bar will display special indicators instead of the usual full beat arrows. These indicators warn the player that an action needs to be taken to avoid an attack. |
− | [[File:DodgeDirectionIndicator.png|thumb|Directional | + | ==== Directional Dash Indicator ==== |
− | + | [[File:DodgeDirectionIndicator.png|thumb|Directional dash indicator on {{EnemyLink|Draugr}}'s area attacks.]] | |
− | * Shown as | + | * Shown as a fancy beat arrow on one side of the rythym bar. |
− | * Indicates that the player should dash in the direction | + | * Indicates that the player should dash in the direction of the arrow when it reaches the center. |
* Unique to {{EnemyLink|Draugr}}'s area attacks. | * Unique to {{EnemyLink|Draugr}}'s area attacks. | ||
− | * This attack can also be | + | * This attack can also be avoiding by strafing instead of dashing.{{clr}} |
− | [[File:DodgeIndicator.png|thumb| | + | ==== Dash Indicator ==== |
− | + | [[File:DodgeIndicator.png|thumb|Dash indicator on one of {{EnemyLink|Ymir}}'s projectile attacks.]] | |
− | + | * Shown as a fancy beat arrow on both sides of the rythym bar. | |
− | * Shown as | ||
* Indicates that the player should dash either left or right when it reaches the center. | * Indicates that the player should dash either left or right when it reaches the center. | ||
* Examples include {{EnemyLink|Guardian}} projectiles and {{EnemyLink|Nidhogg}}'s fireball. | * Examples include {{EnemyLink|Guardian}} projectiles and {{EnemyLink|Nidhogg}}'s fireball. | ||
* Some attacks with this indicator can also be avoided by strafing instead of dashing.{{clr}} | * Some attacks with this indicator can also be avoided by strafing instead of dashing.{{clr}} | ||
− | [[File:JumpIndicator.png|thumb|Jump indicator on one of {{EnemyLink|Draugr}}'s projectile attacks.]] | + | ==== Jump Indicator ==== |
− | + | [[File:JumpIndicator.png|thumb|Jump indicator on one of {{EnemyLink|Draugr}}'s projectile attacks.]] | |
− | + | * Shown as a thick line on the top half of both sides of the rythym bar and converges in the center to form an upwards arrow. | |
− | * Shown as a | ||
* Indicates that the player should jump when it reaches the center. | * Indicates that the player should jump when it reaches the center. | ||
− | * Examples include one of {{EnemyLink|Draugr}}'s projectile attacks and {{EnemyLink|Gullveig}}'s ground attack | + | * Examples include one of {{EnemyLink|Draugr}}'s projectile attacks and {{EnemyLink|Gullveig}}'s ground attack.{{clr}} |
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− | [[File:HideIndicator.png|thumb|Hide/Block indicator on {{EnemyLink|Ymir}}'s beam.]] | + | ==== Hide/Block Indicator ==== |
− | + | [[File:HideIndicator.png|thumb|Hide/Block indicator on {{EnemyLink|Ymir}}'s beam.]] | |
− | + | * Shown as a dotted beat arrow on both sides of the rythym bar. | |
− | * Shown as a dotted beat | + | * Indicates that the player should hide behind something or {{AbilityLink|Block}} when it reaches the center. Examples include one of {{EnemyLink|Ymir}}'s beam and {{EnemyLink|Fire Eater}} barrage. |
− | * Indicates that the player should hide behind something or {{AbilityLink|Block}} when it reaches the center. Examples include {{EnemyLink|Ymir}}'s beam and {{EnemyLink|Fire Eater}} barrage. | ||
* Attacks are usually long-lasting or involve lots of targeted projectiles. | * Attacks are usually long-lasting or involve lots of targeted projectiles. | ||
* Some attacks with this indicator can also be avoided by strafing instead of hiding or blocking.{{clr}} | * Some attacks with this indicator can also be avoided by strafing instead of hiding or blocking.{{clr}} | ||
== Score == | == Score == | ||
− | Performing actions on beat | + | Performing actions on beat increases a score multiplier that ranges from x1 up to x4. Making a mistake (failing to perform an action on beat or taking damage) resets the score multiplier to x1. The score multiplier is not affected while no enemies are in the room. |
− | + | Every beat of the song, you lose an amount of score dependent on the amount of time spent in your run. | |
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− | Making a | ||
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{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
− | == Room | + | == Room Clears == |
− | To clear a room, all enemies in the room | + | To clear a room, you must kill all enemies in the room. The room is only counted as "clear" the first time you kill all the enemies in the room (killing enemies that spawn in from a [[Shrines#Slotted_Chests_.28slot_machine.29|Slotted Chest]] or [[Shrines#Cursed_Chests|Cursed Chest]] after the room has been cleared does not count as clearing the room again). |
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− | " | + | After you clear a room, a message is displayed on screen indicating the quality of the clear: |
+ | * "Flawless Clear": Made no mistakes (Performed all actions on beat and took no damage) | ||
+ | * "Good Clear": Made 1 mistake (Fail to perform 1 action on beat or took 1 hit of damage) | ||
+ | * "Okay Clear": Made 2-4 mistakes | ||
+ | * "Room Cleared": Made 5+ mistakes | ||
− | Upon clearing a room, a [[Chests|chest]] appears (except for some miniboss rooms or if the zone has the [[Modifiers#Barren|Barren Modifier]]). A [[Chests# | + | Upon clearing a room, a [[Chests|chest]] appears (except for some miniboss rooms or if the zone has the [[Modifiers#Barren|Barren Modifier]]). A [[Chests#Flawless_Chest|Flawless Chest]] appears when the room is cleared flawlessly; otherwise a [[Chests#Plan_Chest|Plain Chest]] appears. There is a random chance that a more rare chest will appear regardless of the clear quality. |