Drainus - Arcade Hard - no death 1CC
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- čas přidán 8. 04. 2023
- Out of the modes that feature 1 hit kills (and are generally appropriate for people well versed in tougher shmups), this is the easier mode. Attack patterns are a mix of loop 1 and 2 attacks from the story mode's Ridiculous difficulty, but enemies have considerably less health, meaning it's easier to clear the screen of large, nasty enemies. One other change is the enemy in stage 5 that shoots at you from the background does not give massive quantities of energy tanks for absorbing his shots, so you have to carefully select your upgrades according to your tastes.
Stage 1 only allows for loop 1 weapons, and stage 2 onward lets you select everything that'd normally be locked to loop 2. I get two bits in Stage 1, then immediately save up for the Non-Stop weapon, which is both very powerful (roughly as strong as Twin Wave) but also has the unique effect of shooting even when using the shield. This gives it INSANE damage potential when absorbing continuous attacks, and is very safe to use against popcorn rushes where you'd otherwise have to frequently stop shooting to absorb the revenge bullets.
Perfect Guard is a nice shield to use, but because Arcade Hard is a 1 loop game, there's not many energy tanks to spare. Going with Auto Guard gives you a 5 hit energy shield, and frees up those 7 energy tanks for other things.
Nearly died at 6:35, oops. I'd been playing this nonstop for like a week trying to get a deathless run, it figures I have a very silly near-miss by accident on a run that clears it. Now to see if I can finally no death clear the Ridiculous difficulty (which has higher enemy HP and 2 loops).
The modes that depower you down by 1 stage on hit are pretty forgiving but they're a great entry into more complex shmups for beginners. - Hry
Congrats Roo! Was great seeing how things function in this game. Great tunes and sfx plus the visuals are awesome!
I don't think a shmup intro has ever made me smile this wide.
The production values on the game are incredible, the ending sequence as the ship lands is also fantastic!
Really good game that looks amazing. Great run!
congrads on the 1cc :D
Thanks!
yo this looks cool!
It's pretty rad! I picked it up on Switch as well as PC to record it, I think it's one of the coolest recent shmup releases, the design quality's top notch. It's also really fun experimenting with different ship "builds".
Still trying to figure out what the game says when your guard guage is full, haha. Fantastic run, bro.
"guard gauge up!"
@@Chloroxite ahhh, that makes perfect sense, thank ya!
Show!!!
Bought the game.
The grin only got wider when i went through the story.
Some enemies are definitely a little too tanky in deja vu if you're not fully upgraded though, but this game was just really cool
I highly recommend the Non Stop weapon in Deja Vu; it lets you rip enemies apart even if you have to shield a lot of their attacks, and it's generally much better than the Tornado Beam!
@@BareKnuckleRoo I was using nonstop, but losing your powerups is extremely punishing.
@@Chloroxite Fortunately the game has tons of resources, so as long as you get Perfect Guard in loop 2, it's not too tough to avoid deaths. Or, buy the bomb that gives you instant shield/powerup recovery if you're having difficulty, that makes it VERY hard to die as well as easier to recover.
@@BareKnuckleRooI actually do have another question since I have your attention:
Is it better to hold guard until the meter fills or hold it for longer, damage wise?
Does it do any more damage if you hold it for longer once the meter fills?
It depends on what you're trying to do. If you're wanting to avoid burning all your meter, which is risky for survival play, then release your Guard as soon as the ring fills to get invulnerability.
If you're wanting to clear the screen of lots of smaller enemies, release Guard whenever the ring fills.
If you want to deal lots of damage against a boss, and you know being low on Guard meter won't threaten you, hold Guard even after the ring fills. You do deal more damage for absorbing shots even after the meter fills, and it can lead to a considerable amount of damage such as finishing off the stage 1 boss's last phase (where it fires a ton of laser beams at once) in one shot when you release.
GG! I was wondering when you'd upload a run after reading your posts on the forums ^^
This looks awesome, I need to get it. Do you know if the Switch port turned out well?
The Switch port's fantastic. I actually bought it before buying the PC release (it's easier for me to record on PC, and I don't mind supporting the dev, they did a great job).