History VideoGame / Dustforce

22nd Mar '15 11:42:59 PM Blueeyedrat
Is there an issue? Send a Message


* LevelEditor: The prototype had one, but it was absent from the main game for a while, until its eventual release.

to:

* LevelEditor: The prototype had A quite in-depth one, but it was absent accessible from the main game for a while, until its eventual release.nexus. Design your own levels, or download other players' creations from [[http://atlas.dustforce.com/ the Atlas.]]



* NintendoHard: Many of the gold-key levels fall into this category, as well as the bonus levels, which are only unlocked after getting an SS score on every single gold-key level. The first one, Giga-Difficult, was already hard enough, but the developers then updated the game to include a whole host of bonus levels, ranging from [[SerialEscalation Kilo-Difficult to Exa-Difficult.]] When those proved easy enough that a significant number of players beat them all, they unleashed Zetta-Difficult, which introduced a newly discovered technique to the main game, and [[MarathonLevel Yotta-Difficult.]] Then, with the DX update came the [[BrutalBonusLevel hidden level "Ruin User"]], which makes the jump up to PlatformHell.
** The prototype [[http://www.youtube.com/watch?v=vabPMTwY-ME Difficult]] stage requires pixel-perfect platforming to stay alive, let alone achieve a perfect score.

to:

* NintendoHard: NintendoHard:
**
Many of the gold-key levels fall into this category, such as well as the bonus levels, which are only unlocked after getting Night Temple, Core Temple, or Hideout to name a few.
** Getting
an SS score on every single gold-key level. level unlocks the Difficults. The first one, Giga-Difficult, Giga Difficult, was already hard enough, but the developers then updated the game to include added a whole host of bonus levels, ranging from [[SerialEscalation Kilo-Difficult Kilo to Exa-Difficult.Exa.]] When those proved easy enough that a significant number of players beat them all, enough, they unleashed Zetta-Difficult, Zetta Difficult, which introduced a newly discovered technique to the main game, and [[MarathonLevel Yotta-Difficult.]] Then, with MarathonLevel Yotta Difficult.
** Their precursor,
the DX update came the [[BrutalBonusLevel hidden level "Ruin User"]], which makes the jump up to PlatformHell.
** The
prototype [[http://www.youtube.com/watch?v=vabPMTwY-ME Difficult]] stage requires level, required pixel-perfect platforming to stay alive, let alone achieve a perfect score.alive.
** With the DX update came Inifini Difficult, [[GuideDangIt well hidden]], which jumps directly to PlatformHell.



* OneHitPointWonder: [[ZigZaggingTrope Zig-zagged]]. Falling off the course area or hitting spikes will instantly kill you, but enemies can't actually directly kill you at all. However, their attacks will knock you back and break your combo, ruining your finesse score. Because of this, players aiming for a [[FlawlessVictory SS score]] will often self-enforce OneHitPointWonder status by restarting the level if they're ever hit by an enemy attack.

to:

* OneHitPointWonder: [[ZigZaggingTrope Zig-zagged]]. Falling off the course area or hitting spikes will instantly kill you, you and send you back to the previous checkpoint, but enemies can't actually directly kill you at all. However, their attacks will knock you back and break because taking damage breaks your combo, ruining combo (and drops your finesse score. Because of this, Finesse score), players aiming for a [[FlawlessVictory SS score]] SS]] will often self-enforce OneHitPointWonder status by restarting the level if they're ever hit by an enemy attack.hit.



* VideogameDashing: A big part of gameplay. Grounddashing, air dashing and wall dashing are present.

to:

* VideogameDashing: A big part of gameplay. Grounddashing, Ground dashing, air dashing and wall dashing are present.
29th Jan '15 2:33:13 PM StFan
Is there an issue? Send a Message


* OneHitPointWonder: {{Zig-zagged}}. Falling off the course area or hitting spikes will instantly kill you, but enemies can't actually directly kill you at all. However, their attacks will knock you back and break your combo, ruining your finesse score. Because of this, players aiming for a [[FlawlessVictory SS score]] will often self-enforce OneHitPointWonder status by restarting the level if they're ever hit by an enemy attack.

to:

* OneHitPointWonder: {{Zig-zagged}}.[[ZigZaggingTrope Zig-zagged]]. Falling off the course area or hitting spikes will instantly kill you, but enemies can't actually directly kill you at all. However, their attacks will knock you back and break your combo, ruining your finesse score. Because of this, players aiming for a [[FlawlessVictory SS score]] will often self-enforce OneHitPointWonder status by restarting the level if they're ever hit by an enemy attack.
2nd Dec '14 9:34:17 PM Aiguille
Is there an issue? Send a Message


* WholePlotReference: A few levels in the Community Map Pack, including Wonderland (''AliceInWonderland'') and Awareness (''VideoGame/ThomasWasAlone'').

to:

* WholePlotReference: A few levels in the Community Map Pack, including Wonderland (''AliceInWonderland'') (''Literature/AliceInWonderland'') and Awareness (''VideoGame/ThomasWasAlone'').
20th Nov '14 6:18:24 PM Lancer873
Is there an issue? Send a Message


* PlatformHell: With the advent of the final DX update, a hidden level was found by attempting to create a custom level and giving it the name "exec func ruin user"[[note]]This code found letter-by-letter nearby the hidden apples scattered throughout the game[[/note]]. It takes the insane difficulty of the already NintendoHard bonus levels, removes any hint of being fair, and adds back the [[GoddamnedBats enemies from the rest of the game]], being especially fond of the projectile-shooting porcupines and DamageSponge bears.

to:

* PlatformHell: With the advent of the final DX update, a hidden level was found by attempting to create a custom level and giving it the name "exec func ruin user"[[note]]This code found letter-by-letter nearby the hidden apples scattered throughout the game[[/note]]. It takes the insane difficulty of the already NintendoHard bonus levels, removes any hint of being fair, and adds back the [[GoddamnedBats enemies from the rest of the game]], being especially fond of including the projectile-shooting porcupines and DamageSponge bears.
20th Nov '14 6:09:38 PM Lancer873
Is there an issue? Send a Message


* NintendoHard: Many of the gold-key levels fall into this category, as well as the aptly-named bonus levels, unlocked by getting an SS on every gold-key level: Kilo Difficult, Mega Difficult, Giga Difficult, and so on, going all the way up to [[SerialEscalation Exa Difficult and eventually Zetta Difficult and Yotta Difficult.]]

to:

* NintendoHard: Many of the gold-key levels fall into this category, as well as the aptly-named bonus levels, which are only unlocked by after getting an SS score on every single gold-key level: Kilo Difficult, Mega Difficult, Giga Difficult, and so on, going all level. The first one, Giga-Difficult, was already hard enough, but the way up developers then updated the game to include a whole host of bonus levels, ranging from [[SerialEscalation Exa Difficult Kilo-Difficult to Exa-Difficult.]] When those proved easy enough that a significant number of players beat them all, they unleashed Zetta-Difficult, which introduced a newly discovered technique to the main game, and eventually Zetta Difficult and Yotta Difficult.]][[MarathonLevel Yotta-Difficult.]] Then, with the DX update came the [[BrutalBonusLevel hidden level "Ruin User"]], which makes the jump up to PlatformHell.
20th Nov '14 6:00:09 PM Lancer873
Is there an issue? Send a Message
20th Nov '14 5:58:28 PM Lancer873
Is there an issue? Send a Message


* NintendoHard: SS rankings require getting every piece of dust without breaking your combo (or dying), which may take several minutes in longer levels. Due to how the level hub is designed, certain later stages are difficult to even ''access'', let alone beat.
** The prototype [[http://www.youtube.com/watch?v=vabPMTwY-ME Difficult]] stage requires pixel-perfect platforming to stay alive, let alone achieve this. The final version of the game includes [[UpToEleven Kilo, Mega, and Giga Difficult]], later updates adding [[SerialEscalation Tera, Peta, Exa, Zetta, and Yotta]].

to:

* NintendoHard: SS rankings require Many of the gold-key levels fall into this category, as well as the aptly-named bonus levels, unlocked by getting an SS on every piece of dust without breaking your combo (or dying), which may take several minutes in longer levels. Due to how gold-key level: Kilo Difficult, Mega Difficult, Giga Difficult, and so on, going all the level hub is designed, certain later stages are difficult way up to even ''access'', let alone beat.
[[SerialEscalation Exa Difficult and eventually Zetta Difficult and Yotta Difficult.]]
** The prototype [[http://www.youtube.com/watch?v=vabPMTwY-ME Difficult]] stage requires pixel-perfect platforming to stay alive, let alone achieve this. The final version of the game includes [[UpToEleven Kilo, Mega, and Giga Difficult]], later updates adding [[SerialEscalation Tera, Peta, Exa, Zetta, and Yotta]].a perfect score.



* PlatformHell: Many of the gold-key levels fall into this category, as well as the aptly-named bonus levels, unlocked by getting an SS on every gold-key level: [[NintendoHard Kilo Difficult, Mega Difficult, Giga Difficult]], and so on, going all the way up to [[SerialEscalation Exa Difficult and eventually Zetta Difficult and Yotta Difficult.]]

to:

* PlatformHell: Many With the advent of the gold-key levels fall into this category, as well as final DX update, a hidden level was found by attempting to create a custom level and giving it the aptly-named name "exec func ruin user"[[note]]This code found letter-by-letter nearby the hidden apples scattered throughout the game[[/note]]. It takes the insane difficulty of the already NintendoHard bonus levels, unlocked by getting an SS on every gold-key level: [[NintendoHard Kilo Difficult, Mega Difficult, Giga Difficult]], removes any hint of being fair, and so on, going all adds back the way up to [[SerialEscalation Exa Difficult [[GoddamnedBats enemies from the rest of the game]], being especially fond of the projectile-shooting porcupines and eventually Zetta Difficult and Yotta Difficult.]]DamageSponge bears.
9th Nov '14 12:18:38 PM AchromaticSky
Is there an issue? Send a Message

Added DiffLines:

** Infini Difficult takes this several orders of magnitude beyond the bounds of sanity, a MarathonLevel requiring several advanced techniques usually reserved for SequenceBreaking.
5th Nov '14 2:20:57 PM Vi3trice
Is there an issue? Send a Message

Added DiffLines:

** With the release of Dustforce DX, the [[GottaCatchThemAll Steam trading cards]] now show the names proper.
1st Nov '14 3:02:08 PM Blueeyedrat
Is there an issue? Send a Message


A PlayStationVita port was released on February 4, 2014.

to:

A PlayStationVita port was released on February 4, 2014. An update, ''Dustforce DX'', was released on October 23 of the same year, reworking the tutorial and hub, as well as adding more levels (including the user-made Community Map Pack).



* GoodBadBug: It is rather easy to jump off of spiked slopes if you hold on the down button. [[https://www.youtube.com/watch?v=-AuNPVWawW0 Demonstration]]



* HubLevel - A separate hub for each world, as well as a main hub to connect them.

to:

* HubLevel - A separate hub for each world, world (in ''DX'', combined into one massive hub), as well as a main hub to connect them.



* LimitBreak: It takes the form of a multi-hit flash step attack...thingy...that you charge up by dusting.

to:

* LimitBreak: It takes the form of a A multi-hit flash step attack...thingy...that you charge FlashStep, charged up by dusting.dusting or attacking enemies.



* NintendoHard: SS rankings require getting every piece of dust without breaking your combo (or dying), which may take several minutes in longer levels. The "Difficult" demo stage requires pixel-perfect platforming to stay alive, let alone achieve this. [[http://bit.ly/a3dQHu Just take a look]]. And there are plenty more where that came from in the final version.
** An update in early May 2012 reworked the hub levels so that it's now more difficult to get to more difficult stages. Actually reaching gold key levels to unlock them can be quite difficult, now.
** The same update introduced five new levels that [[UpToEleven make Giga Difficult look simple.]]
** [[SerialEscalation And then they updated it again once it was introduced to the Humble Indie Bundle 6 to add two more levels, making even Exa Difficult look easy.]]

to:

* NintendoHard: SS rankings require getting every piece of dust without breaking your combo (or dying), which may take several minutes in longer levels. Due to how the level hub is designed, certain later stages are difficult to even ''access'', let alone beat.
**
The "Difficult" demo prototype [[http://www.youtube.com/watch?v=vabPMTwY-ME Difficult]] stage requires pixel-perfect platforming to stay alive, let alone achieve this. [[http://bit.ly/a3dQHu Just take a look]]. And there are plenty more where that came from in the The final version.
** An update in early May 2012 reworked
version of the hub levels so that it's now more difficult to get to more difficult stages. Actually reaching gold key levels to unlock them can be quite difficult, now.
** The same update introduced five new levels that
game includes [[UpToEleven make Kilo, Mega, and Giga Difficult look simple.]]
**
Difficult]], later updates adding [[SerialEscalation And then they updated it again once it was introduced to the Humble Indie Bundle 6 to add two more levels, making even Exa Difficult look easy.]]Tera, Peta, Exa, Zetta, and Yotta]].


Added DiffLines:

* WholePlotReference: A few levels in the Community Map Pack, including Wonderland (''AliceInWonderland'') and Awareness (''VideoGame/ThomasWasAlone'').
This list shows the last 10 events of 34. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Dustforce