Utas
Indiana, USABerryTime2 years ago

Hello! I'd like to suggest the creation of a new category for the game, called Donut%. The idea for this category is that you try to obtain one of the two attack dogs to join forces with you on an adventure, and then end the adventure with only the attack dog alive, as quickly as possible. This category would be somewhat similar to the idea of Defeat% in that you would need to intentionally need to lose two members of your team at some point to obtain the dog, and then also lose the final member of your team before finishing the run with only the dog left. However, it would only be run on a single adventure (likely A Friend in Need!) and would also expose players to the mechanic of the attack dog characters, which they might not otherwise encounter. It's kind of a silly concept, but could be fun. Since the last starting character has to die in the final battle, but the dog also has to survive, there is definitely plenty of space for different strategies to be used to save time.

A proposed set of rules is listed below:

  1. Must complete any adventure with an attack dog as the only living party member.
  2. Timer starts after you click "Begin Adventure".
  3. Timer ends after you click "Show Stats"
  4. Both existing AND new save files are allowed. (standard game rules also apply)

I don't have an example run for this idea, but can create one soon.

I'm very open to other ideas, or potential improvements to make the concept more challenging or interesting.

Indiana, USABerryTime2 years ago

Hello! I'd like to suggest the creation of a new category for the game, called something like Defeat%. The idea is that you try to get a full team killed on each adventure sequentially as quickly as possible. I think this run is interesting because it relies not only on manipulating game mechanics to intentionally take enemy damage you would normally want to avoid, but also because the few ways friendly fire can happen are now a desired outcome.

Additionally, if you use the same characters for each adventure, the run would require 3 revivals in between adventures for a total cost of $6,000 per attempt of a full run. This would provide an interesting means to use up cash which becomes an overabundant resource in the end-game, and caps out at $9,999.

A proposed set of rules is listed below:

  1. Must fail by team death on all adventures.
  2. Timer starts after you click "Begin Adventure" on the first adventure.
  3. Timer ends after you click "Continue” after team death in the last adventure.
  4. Both existing AND new save files are allowed.
  5. Cannot be played on a Hardcore save file. (standard game rules also apply)

I have uploaded an example run to YouTube, but I am sure the time can be greatly improved.

Tentang BerryTime
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