3:14 : “pentafist scrubs” hehe 4:21 : Big ape guy 5:13 : iirc there’s a neat skip (which I’ve only seen, not done) that can be done in this room, with getting on top of one of those pillars when one isn’t meant to be able to? I forget how it works. 5:30 : oh, that’s probably how it worked. If you get on top of it before it goes back up, I think you can use it to do some jumping to other places. I think it involved some tight timing with other stuff to actually work as a skip though. 9:42 : oh! Either I forgot that the solution there was a diagonal shot, or there was another (slower) way to do it involving doing things in a more particular order? Likely that I just forgot the diagonal shot though. 15:37 : hmmm… the way this dungeon is combining shock and wave, I’m now wondering, after the heat and cold dungeons were both completed, the pair of the two was tested with the bunny-which-didn’t-explode-at-the-end testing the “mastery of the temperatures”, while after completing the shock and wave dungeons there is an entire dungeon based on combining the two. If instead there were an entire dungeon based around combining heat and cold at that point, I wonder what it would have been like? (Though I think that probably the outdoor thing chasing the rabbit was probably the better design choice, making a change of pace) 16:45 : huh, I’m not sure what those vertical magnets are there for?? 24:27 : Son of the East fight! Huh, I don’t think I put it together before, but the previous fight with the fish on the other of two platforms and going between them with wave shots, maybe kind of helps prepare the player for the parts of this fight where one uses the wave shots to hit the wave targets to avoid certain attacks? 26:48 : this part. Which, comes later in the fight than I remembered? Maybe it would appear in earlier parts too except that you were so efficient at earlier phases that he didn’t have time? 27:13 : huh, I guess you didn’t really need to use those wave teleport targets 29:39 : ah, indeed, he can have the teleport targets earlier in the fight 33:01 : huh, I didn’t think of melee making things simpler… though I generally stuck to (what I didn’t know at the time was) the weaker of the two neutral melee arts, so maybe that’s why I prioritized ranged attacks? No, it was probably more because I was running away , haha 33:14 : can’t believe I forgot to mention until now that in his dashing attack, if you manage to perfect-guard, it activates the break state, iirc, so that’s an alternate to dodging those (but requires good timing. There’s some equipment that significantly reduces the timing requirement though..)
I think the reason for the 3 dungeons is just to get the player the elements so you don't get one too late in the game to actually use it so they made quick wave and shock tutorials then a normal size dungeon to get "mastery" of them where cold and heat are towards the start of the game where they want players to not get overwhelmed while still learning controls and stuff
3:14 : “pentafist scrubs” hehe
4:21 : Big ape guy
5:13 : iirc there’s a neat skip (which I’ve only seen, not done) that can be done in this room, with getting on top of one of those pillars when one isn’t meant to be able to? I forget how it works.
5:30 : oh, that’s probably how it worked. If you get on top of it before it goes back up, I think you can use it to do some jumping to other places. I think it involved some tight timing with other stuff to actually work as a skip though.
9:42 : oh! Either I forgot that the solution there was a diagonal shot, or there was another (slower) way to do it involving doing things in a more particular order? Likely that I just forgot the diagonal shot though.
15:37 : hmmm… the way this dungeon is combining shock and wave, I’m now wondering, after the heat and cold dungeons were both completed, the pair of the two was tested with the bunny-which-didn’t-explode-at-the-end testing the “mastery of the temperatures”, while after completing the shock and wave dungeons there is an entire dungeon based on combining the two.
If instead there were an entire dungeon based around combining heat and cold at that point, I wonder what it would have been like? (Though I think that probably the outdoor thing chasing the rabbit was probably the better design choice, making a change of pace)
16:45 : huh, I’m not sure what those vertical magnets are there for??
24:27 : Son of the East fight!
Huh, I don’t think I put it together before, but the previous fight with the fish on the other of two platforms and going between them with wave shots, maybe kind of helps prepare the player for the parts of this fight where one uses the wave shots to hit the wave targets to avoid certain attacks?
26:48 : this part. Which, comes later in the fight than I remembered? Maybe it would appear in earlier parts too except that you were so efficient at earlier phases that he didn’t have time?
27:13 : huh, I guess you didn’t really need to use those wave teleport targets
29:39 : ah, indeed, he can have the teleport targets earlier in the fight
33:01 : huh, I didn’t think of melee making things simpler…
though I generally stuck to (what I didn’t know at the time was) the weaker of the two neutral melee arts,
so maybe that’s why I prioritized ranged attacks? No, it was probably more because I was running away , haha
33:14 : can’t believe I forgot to mention until now that in his dashing attack, if you manage to perfect-guard, it activates the break state, iirc, so that’s an alternate to dodging those (but requires good timing. There’s some equipment that significantly reduces the timing requirement though..)
I think the reason for the 3 dungeons is just to get the player the elements so you don't get one too late in the game to actually use it so they made quick wave and shock tutorials then a normal size dungeon to get "mastery" of them where cold and heat are towards the start of the game where they want players to not get overwhelmed while still learning controls and stuff