History Main / PlayerNudge

15th Jun '17 8:52:24 AM Prfnoff
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** The method for sparing Toriel (select the "Spare" option repeatedly, even though it doesn't seem to do anything at first) is a bit of a GuideDangIt, and most players will try the "get her health low enough that she becomes spareable" option first (as hinted by one of the Froggits in the Ruins). However, Toriel is programmed so that once her health gets below a certain amount, any attack after that will instantly kill her, in order to indicate to the player that she can't be spared in this manner. Also, using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that [=ACTing=] won't escalate the battle any further.
*** Also, if you run from Toriel and go back to bed, you'll get a message saying "Wake up, player name! You are the future of humans and monsters!", which is essentially the game telling you that you have to go through with the tutorial fight.
** If you beat the game on a Neutral run and spare Flowey at the end, he'll give you a hint on how to get the GoldenEnding.
** The first enemy that uses blue attacks explicitly says that he can only see moving things, in order to clue players in that blue attacks don't hurt them if they're not moving. (Sans also says this a screen or two before the fight, but it's an optional conversation that the player might miss.)
** Some of the Riverman (or Riverwoman?)'s lines when you ride on their boat are actually VERY cryptic hints about certain parts of the game (for instance, "Did you know spiders have a favourite food? It's spiders.") hints that you can [[spoiler:end the battle with Muffet instantly by using a Spider Donut or Spider Cider (obtained from the Spider Bake Sale in the ruins). The items are described as being made "by spiders, for spiders, of spiders!"]]
** If you keep getting hit by Papyrus's attacks after he turns your SOUL blue, he'll explicitly tell you to press Up to jump.

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** The method for sparing Toriel (select You can spare every monster you encounter by using ACT commands until the "Spare" option repeatedly, even though it doesn't seem to do anything at first) is a bit of a GuideDangIt, and most players will try the "get her health low enough that she becomes spareable" option first (as hinted by one of the Froggits in the Ruins). However, Toriel is programmed so that once her health gets below a certain amount, any attack after that will instantly kill her, in order to indicate to the player that she can't be spared in this manner. Also, proper BossBattle with Toriel, where using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that [=ACTing=] won't escalate the battle any further.
*** Also, if you run from Toriel and go back to bed, you'll get a message saying "Wake up, player name! You are the future of humans and monsters!", which is essentially the game telling you that you have to go through with the tutorial fight.
** If you beat the game on a Neutral run and spare Flowey at the end, he'll give you a hint on how to get the GoldenEnding.
** The first enemy that uses blue attacks explicitly says that he can only see moving things, in order to clue players in that blue attacks don't hurt them if they're not moving. (Sans also says this a screen or two before the fight, but it's an optional conversation that the player might miss.)
** Some of the Riverman (or Riverwoman?)'s lines when you ride on their boat are actually VERY cryptic hints about certain parts of the game (for instance, "Did you know spiders have a favourite food? It's spiders.") hints that you can [[spoiler:end the battle with Muffet instantly by using a Spider Donut or Spider Cider (obtained from the Spider Bake Sale in the ruins). The items are described as being made "by spiders, for spiders, of spiders!"]]
** If you keep getting hit by Papyrus's attacks after he turns your SOUL blue, he'll explicitly [[HeKnowsAboutTimedHits tell you to press Up to jump.jump]].



** If you embrace VideoGameCrueltyPotential and [[spoiler:complete ''two'' KillEmAll runs]], then [[spoiler:the Fallen Child]] will tell you that "Another path would be better suited", which might be a vital hint in the incredibly unlikely circumstance that you've done this without ever figuring out the game rewards {{Pacifist Run}}s. Far more likely, if still not ''that'' likely, is that you've seen the GoldenEnding once already and this leads you into seeing [[spoiler:the corrupted version that you unlocked after completing the first KillEmAll run]].
20th May '17 7:51:57 PM treehugger0369
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Added DiffLines:

* In ''String Theory 2'', if you're taking too long on a level, one of the characters will say something casually like "I feel like we have to do this in the right order" or "If only there was a way to stop me from rolling" to clue you in on how to solve it.
23rd Apr '17 5:23:50 PM nombretomado
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* The [[Franchise/TalesSeries Tales Of]] games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.

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* The [[Franchise/TalesSeries Tales Of]] ''VideoGame/TalesOf'' games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
7th Mar '17 5:28:15 AM CaliburnAbsoluteEX
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* If you get stuck for a while in Telltale's ''VideoGame/SamAndMax}}'' games, someone (usually Max) will mutter a vague hint or two about your next move.

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* If you get stuck for a while in Telltale's ''VideoGame/SamAndMax}}'' ''VideoGame/SamAndMax'' games, someone (usually Max) will mutter a vague hint or two about your next move.
17th Feb '17 1:51:37 AM Adbot
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** Zig-zagged with the 'books' in ''VideoGame/CastlevaniaAriaOfSorrow'', It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part.]]
14th Jan '17 12:27:47 PM nombretomado
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* LucasArts adventure games would do this sometimes, as opposed to the alternative.

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* LucasArts Creator/LucasArts adventure games would do this sometimes, as opposed to the alternative.
6th Dec '16 5:26:15 PM ArcaneAzmadi
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* The TalesOf games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
** In ''TalesOfTheAbyss'', if you die on a boss, you get an extra option on the GameOver screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.
* In ''DemonsSouls'', the Stormruler is a gigantic, gigantic flying manta ray. If the player is smart, they would be armed with either magic or arrows to beat it and its spawn. If they are melee-only, there will be developer-placed messages on the ground pointing to a specific sword that has exactly the kind of power required to beat the boss.

to:

* The TalesOf [[Franchise/TalesSeries Tales Of]] games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
** In ''TalesOfTheAbyss'', ''VideoGame/TalesOfTheAbyss'', if you die on a boss, you get an extra option on the GameOver screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.
* In ''DemonsSouls'', ''VideoGame/DemonsSouls'', the Stormruler Storm King is a gigantic, gigantic flying manta ray. If the player is smart, they would be armed with either magic or arrows to beat it and its spawn. If they are melee-only, there will be developer-placed messages on the ground pointing to a specific sword (the Stormruler) that has exactly the kind of power required to beat the boss.
16th Nov '16 1:18:22 PM MegaMarioMan
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* Dying to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks (and will not use up a turn when hit, allowing players to read the hints without fear of wasting a turn).

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* Dying ''VideoGame/MarioAndLuigi'':
** If you die in battle in ''VideoGame/MarioAndLuigiDreamTeam'' and then retry, a Hint Block will be added to your rotation for the battle, which will give hints about the enemy's attacks and how to counter them. Reading it doesn't take up any turns, so it's useful for learning the best strategies for defeating the enemy.
** Similarly, dying
to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will also add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks (and will not use attacks. This also doesn't take up a turn when hit, allowing players to read the hints without fear of wasting a turn).turn.
6th Oct '16 4:14:01 PM billybobfred
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** The method for sparing Toriel (select the "Spare" option repeatedly, even though it doesn't seem to do anything at first) is a bit of a GuideDangIt, and most players will try the "get her health low enough that she becomes spareable" option first (as hinted by one of the Froggits in the Ruins). However, Toriel is programmed so that once her health gets below a certain amount, any attack after that will instantly kill her, in order to indicate to the player that she can't be spared in this manner. Also, using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that ACTing won't escalate the battle any further.

to:

** The method for sparing Toriel (select the "Spare" option repeatedly, even though it doesn't seem to do anything at first) is a bit of a GuideDangIt, and most players will try the "get her health low enough that she becomes spareable" option first (as hinted by one of the Froggits in the Ruins). However, Toriel is programmed so that once her health gets below a certain amount, any attack after that will instantly kill her, in order to indicate to the player that she can't be spared in this manner. Also, using the only ACT command available ("Talk") repeatedly will result in the game flat-out stating that ACTing [=ACTing=] won't escalate the battle any further.



** Asgore destroys the MERCY button before the fight with him, indicating you have no choice but to FIGHT.

to:

** Asgore destroys the MERCY button before the fight with him, indicating you have no choice but to FIGHT. If this doesn't convince you (there ''are'' monsters that can be spared without touching the MERCY button, but Asgore isn't one of them), the only available ACT is "Talk", which if tried persistently enough will just tell you "All you can do is FIGHT."
** If you embrace VideoGameCrueltyPotential and [[spoiler:complete ''two'' KillEmAll runs]], then [[spoiler:the Fallen Child]] will tell you that "Another path would be better suited", which might be a vital hint in the incredibly unlikely circumstance that you've done this without ever figuring out the game rewards {{Pacifist Run}}s. Far more likely, if still not ''that'' likely, is that you've seen the GoldenEnding once already and this leads you into seeing [[spoiler:the corrupted version that you unlocked after completing the first KillEmAll run]].
27th Aug '16 7:32:16 PM TwilightLord
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Added DiffLines:

* Dying to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks (and will not use up a turn when hit, allowing players to read the hints without fear of wasting a turn).
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