Daser Fomalhaut
Sonic Omens - Chao Paradise (Sonic)
updated
But this is a good game though if kind of flawed. The tracks are usually beautiful but a lot of them feel the same. The game's controls are it's strongest feature. Feel like they're not appreciated much.
Like Trespasser and MicroCore this is a reward challenge. It can only be challenged in Floor 5 - Sanctum. The Hermit Boss will take you to a series of 5 challenges. Each challenge is randomly decided. If you take a single hit, the room is failed and you continue to the next one but you are also under a strict time constraint.
Completing every challenge nets you the maximum bonus. The Hermit Boss will also have 2 dialogue options from a pool of choices that provide game lore. Some more rare than others.
He has a 10% chance to appear when you destroy a Breach Stone. He is on a timer so you need good consistent aim and a powerful weapon to destroy as many of his eyes as possible. The more eyes you destroy the more loot he drops.
MicroCore is much harder.
They made the Temple more forgiving this time around. The layouts are the same but enemies aren't overly tanky like they used to be and the minibosses drop ammo like they always should have. So getting to Chaos is not as arduous as it once was. I'd say the Temple is as perfect as it's gonna get.
Chaos has some new patterns and additions to old ones. His core actually beat me up a good bit surprisingly.
I'm going to have to really plan for her and Chaos. lol
I get beat up a bit phase 1 because of bad movement but he's not too bad a fight really. I think they even reworked some of his telegraphing slightly. Best tip for this is to try and keep center repositioning in between most of his attacks.
If he comes down, he's getting ready for a laser sweep and you should immediately get behind him opposite of where he dropped to. It'll make wrapping around him as you dodge the radial patterns easier. You will almost surely run out of ammo this fight due to the rebalancing of the game's systems, so the ammo upgrade in the terminal is very useful if you're looping the game.
I regularly hear (as far as "regular" goes for discussion of this game) that Overlord is wildly difficult and I honestly think there are Floor 3 fights more difficult than this.
Overlord is actually REALLY easy and doesn't require much. Keep note of the aimed shot intervals and just mostly worry about dodging the consistent static patterns in between his spear volleys. Keep your movements slow and just don't panic. Your hitbox is incredibly small.
You don't need fancy pickups for this guy. He goes down quick.
I do wish the second phase against Machine's recording got more of a bump in difficulty though. Seems to be unchanged. That's a pattern with this game. final phases of bosses tend to be much easier. Monolith, Warden into Chaos God, Chaos's Core, even Overlord all front load their difficulty unfortunately.
Honestly, I was very surprised *where* I died in this run. I was expecting to eat 2 deaths in Stage 4, but I'm actually very confident in my Stage 3 and 5. I think most people will see that a handful of my deaths, especially the one just before Aki, were movement errors as opposed to me getting overwhelmed.
The stage 4 boss is a sore spot for me so if I don't go in with at least 4 lives, I just don't even bother with the fight.
Aki is actually kind of easy to me. But, because I had no lives at the END of the run, I swallowed my last bit of pride and just nuked him too.
0:00 Start
0:20 Stage 1
1:54 Boss 1
2:55 Stage 2
4:54 Boss 2
6:18 Stage 3
9:57 Boss 3
11:31 Stage 4
15:03 Boss 4
15:59 Stage 5
20:15 Final Boss
The game recently got updated with some new abilities and one of them is a straight speed buff so I wanted to test that out.
Always wanted to kill one of these on video.
My Golden Disaster is also getting better. One day I'll be comfortable killing both back to back. Then I can practice stage 5 and maybe I'll get a true clear for this game mode!
The large stone pillars are on a timer regardless of where you are in a level. It starts the moment the stages loads and depending on when you reach them, you'll have to deal with them which is potentially slow. This is most important in the beginning stretch because as good as G. Dashing is, the start up still wastes small amounts of time. If you don't have to use it, it's better to just organically evade things smoothly. You don't want to be caught having to punch things and potentially be stopped from not mashing fast enough.
It's also annoying that for some reason the hitbox of Kai's punches do not fully extend from his body to the end of the animation. It only counts the fist. There's dead space right about where his actual stubby arm is so if you're close, he straight up won't hit something directly next to him. This causes problems in this stage with the small rock blocks you need to mine through to progress.
Aside from the pillars, the stage in general requires a lot of dashing and honestly I think I could stand to fit in a few more, notably around the silver barrels. If Catch Block and Light Alloy weren't a thing, this level would be ANNOYING and I have run it without them. So trust me on that.
Equipment:
Light Alloy
Catch Block
Air Jumper
Bursts:
Flying Strike (Neutral)
Gravity Dash (All Directions)
Her level is really vertical so I could stand to have made better use of the G. Dash. Despite how simple it is, I tend to have a lapse in memory of what specifically is up next in this level. So I just withhold dashing out of fear that I'll run out or hit spikes.
Aside from that it's kind of mashy with the jumps. You're spamming A a lot on the walls. To be honest, some of it is to circumvent this game's worthless and annoying ledge mechanic. Doing these weird quick jumps so that Kai doesn't decide to rub against the wall and waste time because he wants to chill on a ledge that I just want to clear.
Equipment:
Light Alloy
Catch Block
Air Jumper
Bursts:
Flying Strike (Neutral)
Gravity Dash (All Directions)
But it also helps that I ran this level into the ground in the demo with the limited loadout it provided. So with even better gear in the full game, this is basically Green Hill Zone or 1-1 at this point.
Equipment:
Light Alloy
Catch Block
Air Jumper
Bursts:
Flying Strike (Neutral)
Gravity Dash (All Directions)
Anyway, this level is where Catch Block really shows how wildly busted it is. You face tank a lot of this level which frees up a lot of points where you'd have to either wait or make frustratingly meticulous G. Dash maneuvers to cleanly navigate the laser traps.
I guess it makes for a braindead and less interesting run to both play and watch. Granted, that isn't the level's fault. Just the nature of chasing times.
I don't know if different loadouts will be better for different levels, but so far this setup has been overwhelmingly powerful for just clearing the levels as fast as possible. A better challenge might be some MagnusZero type, no damage runs.
Equipment:
Light Alloy
Catch Block
Air Jumper
Bursts:
Flying Strike (Neutral)
Gravity Dash (All Directions)
This game is very nice. One of the better JRPG's in recent years. Definitely the best 2D action RPG I've played in a very long time.
Even though it does take notes from an IGA title, it is *NOT* a search action game. If you are interested, do not go into this expecting Symphony of the Night or BloodStained map design and gameplay loops. It is thoroughly an RPG.
store.steampowered.com/app/1718570/ASTLIBRA_Revision
https://store.steampowered.com/app/21...
twitter.com/aaronmac64
Having a bit of a hard time finding applications for certain things, but I understand Drill Dives now. I wish there was a bit more dexterity required for them beyond having a clean exit, but they're still satisfying.
Final game is waaaay down the road so things will certainly change anyway.
kickstarter.com/projects/aaronmac64/aero-gpx
store.steampowered.com/app/2160360/Aero_GPX
twitter.com/aaronmac64
twitter.com/gravitycircuit
If you like Mega Man Zero this is worth looking at. I've been waiting to try this for years.
This could easily be like 5 minutes. Maybe 4 if you're a master.
store.steampowered.com/app/1629530/Spark_the_Electric_Jester_3
Aside from the mistakes, I'm already seeing some enormous time saves I can use next time. This place is rife with Magnet Dashing opportunities. The double crystal MD towards the final grind rail sequence is a great example.
I'll put some time into this next week.
This is by no means a speed run, (oh they'll come). This level is just very neat.
There are times where the game looks rough which is unfortunate for the purposes of this video. But I assure you, it handles beautifully at all times. It's extremely smooth and highly response as far as the platforming is concerned. It also performs great. A lot of 3D indies with similar or lesser fidelity are unoptimized as fuck, running my fans up. Not this one.
store.steampowered.com/app/1629530/Spark_the_Electric_Jester_3
DataBase is very easy. I just like his presentation a lot. The mystique of this game is still lovely to me in how it only gives you just enough to piece together the past.


