Reducing randomness in Amorphous+
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Reducing randomness in Amorphous+
Zaktualizowany 3 months ago przez Boxland

As you get better in Amorphous, you will die less from mistakes. In order to improve further, you will eventually have to take steps to avoid deaths caused by randomness. Here is a list of some things that can be done.

1: Avoid the edges

To avoid Unfortunate events, you should try to stay in the centre of the screen. Notice that the screen is more wide than it is tall, so you have more space to work with horizontally than vertically.

When pressured, you may have to move towards the edge. You can also benefit from edge-despawning enemies, but ideally you should avoid the edges. A new player will often benefit from going to the border, but as you improve you should prioritize staying away from it. As you get better at predicting the enemies, you will also be able to do smaller dodges that allow you to keep killing without moving as much.

Additionally, when you must be close to the edge, it is preferable to not swing your sword. You are already vulnerable, and standing still doesn’t help. And if you must swing your sword, it’s better if you angle it towards the edge, as you might catch an unexpected biter.

Concrete examples:

  • If you are comfortable with whacking sharps in specific directions, and how to kill sharps consistently, then there is little need to go out of your way and despawning them. You can use them to kill other glooples, and it doesn’t take much time to kill the sharp itself.
  • It is better to kill clutters when they’re to the screen-left or right of you. Then you have more space to work with. It also helps if you move towards the opposite side first, so that you can be in the centre when you kill the clutter.
  • Grinders will often force you out of the centre. And going close to the edge to despawn a torchie is easy to justify. In some fights, you just have to do what you have to do.

2: Collisions

Collisions are unpredictable. So, when two glooples collide you should not be so close that you cannot react if something bounces your way.

  • Green glooples are quite slow, so you just need a little distance when they collide.
  • Biters can move quickly, so you need to stay away (or swing) if a biter is about to bounce off something.
  • Sharps are larger and tend to bounce more violently. Additionally, sharps get invincibility frames after a collision and can move right through your sword. The same goes for fuzzles.
  • Both biters and fuzzles can create violent collisions if they are jumping. Take care if two biters/fuzzles jump towards the same point, or onto a sharp.

Your sword can sometimes whack a sharp towards yourself, but this has little randomness. Take care to not swing at a sharp with the left-hand side of your sword arc.

3: Splats

Sometimes, a stickie/inkie/meltie/frostie will die and splash onto you. The actual randomness is only two things: the sprite chosen for the splat, and the variance in the angle of the splat. This is not much randomness!

The main problem with splats is when the meltie dies because of another gloople. Because of this, you have to watch the stickies, melties, etc., and make distance if they’re about to die. Easier said than done!

As with sharps, the angle of the splat if mostly determined by what part of the sword arc hits it. Do not swing your sword if there is a meltie in the left-hand part of your sword arc.

4: Gloople-specific behaviour

  • Glooples that have been frozen will move in a random direction after thawing. The exceptions are stickies, melties, and inkies, as they will always move towards the player when they spawn.

  • Torchies sometimes don’t extinguish when moving through acid/goop. Apart from this, torchies actually have very little randomness. In order to avoid (most) unexpected explosions, you have to

    I. Avoid the edges

II. Notice the torchie as soon as it spawns

III. Make the torchie move where you want it to

  • The horror sends out teeth at random intervals. Note that the teeth are sent out in the same pattern every time, and one tooth is always sent the way it’s moving. To avoid unexpected teeth, you can move slightly off its line of movement.
  • The amalgam can split unexpectedly. With big, slow amalgams you’ll want to stand directly behind it, or maybe even in front.
  • The red queen attacks at random intervals. But if you make her dodge once, her next attack will come at a predictable timing (barring interruptions).
  • The razor queen shoots quills at random intervals and angles. To avoid impalement, you should stand far away, stand still when possible, and hide behind spikes.
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