The Lamonster
Member
is that all the update brought?
It's on sale, too! I'm finally going to buy this!
is that all the update brought?
It's on sale, too! I'm finally going to buy this!
is that all the update brought?
Along with the Mac build we've added a soundtrack and some new game features to PC and Mac:
The new version of the game uses a new leaderboard. If you want to watch old replays or play the old version, it's still available by opting in to the "2015" beta in Steam.
- 2 new enemies and updated progression.
- Fov slider and vsync options.
- HRTF processing for virtual surround sound when using headphones.
oh SHIT new leaderboard + 2 new enemies? I gotta get back in
edit: OK looks like the two new enemies is a new spawner and a skull, looks like its the model for the transformed Skull III after it goes into the Chandelier boss. First appears around 240-250s.
Picked this up last night. Not really my kind of game, but I love it anyway? Like a lot of people have said, I'd love a slightly more complicated game with this aesthetic. It doesn't even have to be more story based. In fact, I think explaining things might ruin some of what makes Devil Daggers feel special. The game produces a sort of frenzied emotional state where I feel like I'm fighting tooth and nail against something I can't even hope to understand. That should stay if they ever do expand on the concept in a Devil Daggers 2: Dagger Harder. Something a little more like Ziggurat or Painkiller, but with this tone, pace and metal-ness would be simply outstanding.
I just want to marry a sense of exploring hostile terrain to what's already there, basically. That lurking dread about what's around the corner that you got between frenzied combat in the first Quake. Other than that, all I'd really ask for is more of the things that Devil Daggers is already doing: more weapons like the daggers, that all upgrade off the same gems and you have to make choices about what to improve or not. More enemies. More creepy sound effects.
Anyway, great game. Look forward to being eviscerated by it several hundred more times before I finally tap out.
Some questions for other players:
1. What governs the advancement of the board/enemy spawns? Just certain time marks?
2. Will the spires/squids keep spawning waves of enemies if I let them sit for too long?
3. How the fuck do I get the skull spider to look up and expose its weak spot when it just sits there getting me killed with its head down?
1. Yup, the game just continues to advance and there are very specific times for each 'wave' of spawns. There is a certain pace and escalation, and the game doesn't care whether or not you fall behind, it just keeps going forward.
2. Yes, the squids keep going. Again, there's a timing window, they dont just keep spewing stuff, but given enough time they'll poop out another wave of guys.
3. You want to be able to kill the spider in one straight go, when it looks up. I don't know if the entire behavior pattern has been listed anywhere but from my experience as long as you keep shooting the weak spot it won't go back down.
3. How the fuck do I get the skull spider to look up and expose its weak spot when it just sits there getting me killed with its head down?
3. You want to be able to kill the spider in one straight go, when it looks up. I don't know if the entire behavior pattern has been listed anywhere but from my experience as long as you keep shooting the weak spot it won't go back down.
Seems like you might be out, but I just wanted to say I have a theory that if you kill something with a gem in it, they'll look up as the gem is attracted to them. Which is convenient since the first more aggressive horned skull is spawned by one of the spires with two weak points pretty much simultaneously with the first spider. In my experience I'm going to have to destroy this guy before getting the spider 75% of the time anyway, unless you get really lucky and the big spire spawns completely opposite of the spider. Then you have enough time to squish him before the agro skull reaches you.
So, the optimal strategy would be to put as much damage as you can on the spider when it first spawns, try to kill it right then and there. If it blocks or you can hear the agro skull's laughter getting close, you turn on the aggressive horned skull, kill him and then return as soon as it is safe to attacking the spider, trying to kill it before it can eat your gem.
Like I said before, from there it's just about cleaning up the spires and trying to clear the field. That's the part I keep tripping up on, but I'll get there.
Also?
This is incorrect. I can say for certain the spider has blocked in the middle of my dealing constant damage to it. It seems to depend on how long it's been in play. There's a window when it first spawns where it just won't block. You just have to be fast. That's pretty much true of everything in this game though. Be fast, be accurate, don't fuck up.
What's doing me in is restarting from the same point over and over. I get that it's just the game but after 10 consecutive plays, I don't want to ever see the first fucking 40 seconds again.
Those strategies seem correct based on what I've seen in my play as well. I just absolutely randomly made it to 144 seconds earlier, now back down to like the 60s before I decided 'fuck this game' completely. I almost smashed my mouse into the monitor earlier and I haven't had an impulse like that in probably close to 10 years, so yeah...
I totally get that. If I let myself get in a rut, Devil Daggers makes me really furious. As a quick aside, I had to download a program so I could rebind the buttons on my mouse for this game because I have two thumb-controlled buttons on the side of my mouse that by default open the start menu and perform an Alt-Tab function. I cannot tell you how many lives I lost to the game being minimized as my thumb grazed one of those two buttons. I don't mind getting my shit kicked in by the game, but losing a round because of my stupid mouse makes me want to snap my laptop in half.
I have to say though, Dark Souls taught me all kinds of patience. I mostly just laugh at myself now and those early seconds have become about perfectionism for me. I'm almost to a place where I can get to the point where the spider spawns with the field completely clear. I use that time to test little pet theories about enemy behavior too: how the swarm skulls move, what makes the lesser horned skulls go agro, can I control where the spires spawn based on where I stand on the platform, so on. The thing I'm really going to try and work on tonight is finding the best moments to use the rapid fire and the best moments for the scatter shot.
Not trying to convince you to go back in. If it's bad for your blood pressure, you probably shouldn't.
Well, let's put it this way...I just got done playing the damn game again. Apparently it's the gaming equivalent to crack. You hate it but just can't stay away...damn.
The skulls might be the absolutely most fiendishly aggravating enemies I've ever encountered in a game if you don't catch them all immediately. They seem to move so randomly and paired with the no-hit-scan daggers, it can get so infuriating!
Also, if anyone knows, I'm assuming based on my experiments that all the old Quake rules apply to this game, right? So, running diagonally is faster than running straight, bunny hopping improves speed, I mean, we know rocket jumping is there for sure. Would explain why you can jump at all since there's nothing to jump over. It's for speed.
Yeah, totally right. Rocket jumping (or shotgun jumping in this case) isn't too useful but there are niche cases for it, specifically the triple metal centipedes that come out around 260s. They coil around so much that sometimes you have to jump over them to survive
Yeah, their arc of flight seems quite erratic past the point of their decent after spawning from a spire...
But if it was built by a man, it was built with a pattern. One that we can eventually learn and exploit.
"If it bleeds, we can kill it" basically. I already get jumped from behind far less frequently than I once did. I don't think I'm using sound to my fullest advantage on this though. I think I've just got a rough internal timer that starts counting down when I know there's skulls on the loose behind me somewhere. Most of the time, if I swivel and fire before that timer goes off, I'll be fine. Most of the time.
Also, if anyone knows, I'm assuming based on my experiments that all the old Quake rules apply to this game, right? So, running diagonally is faster than running straight, bunny hopping improves speed, I mean, we know rocket jumping is there for sure. Would explain why you can jump at all since there's nothing to jump over. It's for speed.