![]() ![]() ![]() There are almost no restrictions on what you can place anywhere, allowing the free mixing of themes from the 4 hubs if you have the skill to make it work. That adds another level of enjoyment to the process, a feature missing from several other games with level editors. The nice thing about the leaderboards and replays is that you can watch everyone playing your map once you publish it. ![]() Free control over the music in the editor doubles as a sound test, even if you don't enjoy making maps. The last sentence is very important since this game has a truly amazing soundtrack. You have 20 layers to work with, tons of cool props, almost complete RGB color control and control over the %blend of the color PER LAYER, a ♥♥♥♥ ton of props and emitters to place, several things with transparency for awesome effects, and total control over the music and sound effects at every point. This is one of several games where the editor gives you every tool the dev had, letting you make stuff on par with, and often exceeding, the quality of the stock game. Custom Dustforce Maps (it calls them maps instead of levels) are what keep me playing. Now why did I say stock levels you may ask? That's because the true magic of this game is its INTENSELY POWERFUL level editor. The game doesn't just reward perfection, it demands it if you even want to see all the stock levels. The other S is Finesse: for never losing your combo from dying, getting hit, or letting it time out. One S is completion: for cleaning all the dust and defeating all the enemies. But the only way to get a full key from 1 single level is to get an SS rank. Each tier of level above the first is locked by a key, and you earn progress toward keys by playing the levels in the tier below. Each hub has 4 baby levels, 4 easy levels, 4 medium levels, and 4 exceedingly hard levels. I'll explain.ĭustforce DX has 4 main hub areas of one large world (The Nexus). Honestly even getting that far is going to take you a hundred hours at least, because the only way to unlock new levels is to complete easier levels perfectly. When you think you've finally gotten good and beaten the game, you have only just begun because you unlocked "The Difficults". Even if you do that and arm yourself with knowledge: this game is HARD. To really master this game and understand everything in it, you need to know other people who play it and/or engage on the subreddit and IRC channel. Several people ragequit the third TUTORIAL, and a wide number of the advanced mechanics and workings of the game are never explained in-game. ![]() If that sounds like something you'd enjoy, then keep reading.ĭustforce DX will never hold the player's hand. Being able to watch your run (or anyone else's) is not just fun, it's a fantastic learning tool. More importantly, every run on the leaderboards also has a replay embedded. Every level has leaderboards both for score and for raw time, and the community is fiercly competitive and still very active. It has a momentum based engine where all actions have real weight and consequence, attacks have start-up frames, things are jump and dash-cancellable, and there are tricks measured in how many frames they save. After all, I've played this game for 1,000+ hours and idle'd in its level editor for a few hundred more.ĭustforce DX is the deepest and most technically demanding 2D platformer ever made. ![]()
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