So in watching the WR run, I don't think that should qualify as NG+ as all the doors are unlocked and puzzles solved. I think NG+ would constitute selecting the actual in game option for NG+ and then doing the complete run. That being said, the run is super fun to watch and I am looking forward to getting into the game once I get my gear insanely OP.
My thought would be to start when you gain control of Ember to take a step. This would require retiming for the current runs on the leaderboard and my new WR that is pending, but should be easy enough to do.
It is for switch at least, yeah. I can get the opening cutscene skip at 10 seconds or 30... And nothing I can think of influences this.
Okay thoughts on starting timing on the first action after the cutscene? Or maybe when we gain control of Ember rather than file select?
It's interesting because my IGT was 23 seconds faster than your time w/o loads, but my RTA was still 9 seconds slower overall. I'm considering getting on the PC as well and playing with that to give me a time w/o loads to compare against.
Yeah it's hard to know whether or not the timer runs with loads or not. It would vastly change timing for my time without loads for the run I submitted yesterday. I wonder how we could test this? Maybe reach out to the devs on twitter and ask if they have specifics about how the IGT works?
Should we rename All Puzzles to All Forlorn? It's a bit more direct as to what to collect. Maybe change the rules to reflect it as well.
Should we not just use the in game timer on the save file for our official timing selection? I'm new to the game but this seems like an easier route to normalize times across systems. Looking to get a run going tonight!
So I downloaded the PS4 version today of this game and it is possible to jump from the Right to the Left on the slow moving vertical platform that blocks the laser piece. You fall off the side of the platform while it's near the top and jump just before hitting the laser. Hopefully this helps setup nicer cycles and drive the time down even more.
Hi all! I just went on the eshop for the switch and found a game by Ratalaika called Midnight Deluxe. It's on sale for $4 right now and is a golf-style game that includes our favorite square hero! Maybe a fun new race game?!
I can move freely after the cutscene. i don't think the extra jump is that helpful or hindering. I have gotten faster times btw with dying straight after collecting the 36th fragment. I can understand wanting to go over to the beginning place to get the cutscene but it does seem inherently slower. Does the PS4 not display a timer if you die with 36 fragments?
Okay so from what I can tell, the two runs submitted so far have been from ps4. I have been playing on switch and cannot get the extra jump nor am I locked into a direction at the ending cutscene. What should I do? Also, i got a 4:25 today but didn't record so yay but also sad. Thanks.
I don't know if this is already known, but you can tell your current location from the background. Vertically speaking, brightness, hills, and height of the trees tell you what level you are on. Horizontally is a bit trickier. First level, you can tell where you are based on the crests of the hills. 2nd floor, the location of the tree trunk. 3rd, how much of the branches are on screen or the second tree on the left side. For the 4th floor, you can no longer see trunks, so you have to see what tree you are looking at. The left most tree has one main branch and the right tree has a much larger gap between two main branches. For the 5th level, it's just more branch memorization. And the 6th level you have a much larger number of branches on the right and barely any branches on the left.
as far as the RNG information goes, the initial research shows that the spawn location can appear anywhere on the first 5 levels with an exit (for sure a way up, though it's possible the way down from that level generates on the other side of the spawn location) adjacent to it. If you don't want to memorize the looks of the backgrounds, you can take RNG into account depending on which side the way up generates in that it is more likely to spawn on the right if you are on the left side of that level and vice versa for if it generates on the left of the level. Exits can spawn between the 2nd, 3rd, 4th, and 5th tiles on each level. Going to try in the upcoming days to understand more. Hope this helps drive the time down!
I also understand that it is procedurally generated, but there has to be safeguards to make sure we don't get a seed that doesn't have an exit. I mean, No Man's Sky was procedurally generated and see where that got us. OmegaLUL
Google sheet link for posting layouts is: https://docs.google.com/spreadsheets/d/1On2vgodps9hFSpR7c8Z5ECYSRo7h3WS71NPpdgachxo/edit?usp=sharing
Hi all, I was curious as to whether or not anyone has taken notes on how the game generates maps. I am planning on doing this soon and can publish my findings here with a google sheet. what i am trying to discover is if there is any correlation to spawn location and where the exits to each floor are located. I know it is a 6x6 grid, but wanted to see if there's any way we can "manipulate" or at the very least understand the layout of the game to promote better optimization. Let me know if you guys have any ideas. Thanks. Tr1reme
So just to clarify, no death after grabbing 36 fragments to count as a valid run? This is a fun little game! Thanks!