History VideoGame / TheyBleedPixels

11th Oct '15 1:53:36 AM Arawn999
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* CatSmile: After she finishes transforming, the girl has this expression on her face.


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* StringyHairedGhostGirl: One of the enemy types that shows up in The Second Dream - Chapter 2. They can teleport.
27th Sep '15 3:08:20 PM Dravencour
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* ClingyMacGuffin: ''Nothing'' can destroy the Book of Claws.

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* ClingyMacGuffin: ''Nothing'' No matter how hard the girl tries, ''nothing'' can get rid of or destroy the Book of Claws.



* LovecraftLite: Make no mistake-this is not a CosmicHorrorStory, or even that much of a horror ''game''. [[spoiler:[[EarnYourHappyEnding You win, and manage to destroy the Book and the guy using them to make servants]], after all, [[TheEndOrIsIt though it wasn't the only one of its kind]].]]

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* LovecraftLite: Make no mistake-this mistake -- this is not a CosmicHorrorStory, or even that much of a horror ''game''. [[spoiler:[[EarnYourHappyEnding You win, and manage to destroy the Book and the guy using them it to make monstrous servants]], after all, [[TheEndOrIsIt though it wasn't the only one of its kind]].]]
14th Sep '15 4:34:12 AM Medinoc
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* AlienBlood: Oddly, all the monsters spout fountains of normal red blood, but the ([[LovecraftianSuperpower sort of) human protagonist bleeds white.

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* AlienBlood: Oddly, all the monsters spout fountains of normal red blood, but the ([[LovecraftianSuperpower sort of) of]]) human protagonist bleeds white.
13th Sep '15 4:36:09 PM dasuberkaiser
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* AlienBlood: Oddly, all the monsters spout fountains of normal red blood, but the ([[LovecraftianSuperpower sort of) human protagonist bleeds white.



* ArtifactOfDoom: The Book of Claws. [[spoiler:Apparently, the student library has many books like it.]]

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* ArtifactOfDoom: The Book of Claws. [[spoiler:Apparently, the student library Student Library has many books like it.]]


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* HeartbeatSoundtrack: At the end of The Final Dream: The End the level music fades out and is replaced by the sound of a heartbeat as [[spoiler:you're taken up to the heart, and it gets faster the more you stab it]].


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* PaintingTheMedium: [[spoiler:Attacking [[PostfinalBoss the heart]]]] causes the screen to shake with each hit.
13th Sep '15 4:25:54 PM dasuberkaiser
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* AdvancingWallOfDoom: Expect to spend a ''lot'' of the late-game running from sawblades.

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* AdvancingWallOfDoom: Expect to spend a ''lot'' of the late-game running from sawblades. Hell, the first half of The Final Dream: The End is almost entirely composed of these sequences.



* AllTheWorldsAreAStage: The Final Dream: The End reuses a bunch of platforming challenges and specific sequences from earlier chapters.

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* AllTheWorldsAreAStage: The Final Dream: The End is basically a long series of death courses that reuses a bunch number of platforming specific challenges and specific sequences from earlier chapters.chapters, usually with an AdvancingWallOfDoom added if there wasn't one before.



* BloodyBowelsOfHell: [[spoiler: The Final Dream: The End]].



* EvilIsVisceral: The final level [[spoiler: appears to be [[WombLevel organic]] and the PostfinalBoss is a giant heart]].



* MooksButNoBosses: Instead of bosses, the game ends each chapter with a gauntlet of waves of regular enemies and platforming hazards, getting longer and more complicated further on (the earlier ones introduce a new type of enemy).

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* MooksButNoBosses: Instead of bosses, the game ends each chapter with a gauntlet of waves of regular enemies and platforming hazards, getting longer and more complicated further on (the earlier ones introduce a new type of enemy).enemy). [[spoiler:There is technically the heart at the end of The Final Dream: The End, but it [[StationaryBoss can't move]], defend itself, or hurt you, [[ZeroEffortBoss there's no way to lose against it]], and it dies in five hits. The real final challenge is the waves of enemies you face just before it]].
13th Sep '15 4:06:03 PM dasuberkaiser
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* AllTheWorldsAreAStage: The Final Dream: The End reuses a bunch of platforming challenges and specific sequences from earlier chapters.


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** The First Dream: Prologue is DeathMountain, WorldInTheSky, BuildLikeAnEgyptian, BleakLevel, and also a sort of CreepyCemetary.


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* MooksButNoBosses: Instead of bosses, the game ends each chapter with a gauntlet of waves of regular enemies and platforming hazards, getting longer and more complicated further on (the earlier ones introduce a new type of enemy).


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* PalmtreePanic: The Third Dream: Chapter 3 is set on the coast by the sea, but at night.


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* {{Wutai}}: The Second Dream: Chapter 3's background is full of paper lanterns hanging from the trees and has many floating platforms shaped like them. Similarly, The Third Dream: Chapter 3 has Shinto shrines in the background and some of them in the foreground as part of the platforms.
13th Sep '15 3:35:27 PM dasuberkaiser
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* BuildLikeAnEgyptian: Egyptian-looking pyramids and obelisks can be seen in the background of The First Dream: Prologue.



* HailfirePeaks:
** The Second Dream: Chapter 2 is JungleJapes and SlippySlideyIceWorld, while Chapter 3 is TheLostWoods and {{Wutai}}.
** The Third Dream: Chapter 3 is PalmTreePanic and {{Wutai}}, and also something of a BleakLevel.
** The Fourth Dream: Chapter 1 is a LethalLavaLand WorldInTheSky with elements of TempleOfDoom. Chapter 2 is LethalLavaLand, EternalEngine, and PipeMaze.



* {{Mayincatec}}: Ruins in this aesthetic can be seen in the background of The Fourth Dream: Chapter 1.



* RuinsForRuinsSake: Present in The First Dream: Prologue and The Third Dream: Chapters 1 and 3.

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* RuinsForRuinsSake: Present in The First Dream: Prologue and Prologue, The Third Dream: Chapters 1 and 3.3, and The Fourth Dream: Chapter 1.



* SoundtrackDissonance: The Fourth Dream: Chapter 3, probably one of the hardest, if not the hardest, chapter in the game is accompanied by an upbeat chiptune that sounds much more cheerful than most of the rest of the soundtrack.



* WorldInTheSky: The backgrounds of The Third Dream: Chapter 3 and all of The Fourth Dream feature chunks of land floating in the air with no ground or support in sight (The Second Dream: Chapters 2 and 3, The Third Dream: Chapter 2, and The Final Dream: The End are also suspended, but on trees, in water, and in [[spoiler:a circulatory system]] respectively, rather than in air).

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* WorldInTheSky: The backgrounds of The Third Dream: Chapter 3 and all of The Fourth Dream feature chunks of land floating in the air with no ground or support in sight (The Second Dream: Chapters 2 and 3, The Third Dream: Chapter 2, and The Final Dream: The End are also suspended, but on trees, in water, and in [[spoiler:a circulatory system]] respectively, rather than in air).air). You can see similar floating islands above the ground in the background of The First Dream: Prologue and above the ocean in The Third Dream: Chapter 3.
13th Sep '15 2:46:52 PM dasuberkaiser
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** RiseToTheChallenge: Sometimes vertically, most notably in the beginning of The Fourth Dream: Chapter 3.



* BleakLevel: The First Dream: Prologue and The Third Dream: Chapter 3 are much gloomier and less colourful than most other chapters, the former being set on some kind of dark purple plain littered with giant bones and ruins, the latter over an ocean at night in a rainstorm.



* DeliberatelyMonochrome: All the platforms are plain black, all the hazards and traps are grey or white with the occasional red bloodstain, and all the enemies are mostly black, white, and shades of grey except for their yellow eyes. This contrasts greatly with the somewhat more colourful protagonist, the red blood spilling everywhere, the purple Save Sigils, and the colourful and highly detailed backgrounds.



* JungleJapes: The Second Dream: Chapter 2.



* TheLostWoods: The Second Dream. Chapter 1 is set on the forest floor and partially underground, Chapter 2 along the trunks of the trees, and Chapter 3 in the canopy with platforms shaped like branches.



* PipeMaze: The Fourth Dream: Chapter 2.
* RuinsForRuinsSake: Present in The First Dream: Prologue and The Third Dream: Chapters 1 and 3.



* SlippySlideyIceWorld: Most chapters have a few slippery surfaces, but The Second Dream: Chapter 2 is absolutely covered in them.



* SteamPunk: The Fourth Dream: Chapter 2 has this aesthetic.



* UnderwaterRuins: The Third Dream: Chapters 1 and 2.

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* UnderwaterRuins: The Third Dream: Chapters 1 and 2.Chapter 1.


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* ZeppelinsFromAnotherWorld: These can occasionally be seen in the background of The Fourth Dream: Chapter 2.
13th Sep '15 2:24:16 PM dasuberkaiser
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* HundredPercentCompletion: There are a hundred and twenty six achievements in this game!
** Beat all the levels.
** Kill all the enemies in all the levels.
** Collect all the pages in all the levels.
** {{Speedrun}} all the levels.
** Get an S rank in all the levels (covers 2 achievements per level, since A rank also gets an achievement.)
** Complete all levels without dying, and just one level [[NoDamageRun without taking damage]].

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* HundredPercentCompletion: There are a hundred and twenty six achievements (or rather "Blood Badges") in this game!
** Beat all the levels.
chapters.
** Kill all the enemies in all the levels.
chapters.
** Collect all the pages in all the levels.
chapters.
** {{Speedrun}} all the levels.
chapters.
** Get an S rank in all the levels chapters (covers 2 achievements per level, chapter, since A rank also gets an achievement.)
** Complete all levels chapters without dying, and just one level chapter [[NoDamageRun without taking damage]].



** And various other achievements, like "set off a chain reaction involving five different [[ActionBomb bomb imps]]."
* ActionBomb: Bomb imps. They're very fragile, but there's no way to destroy a bomb other than to wait for it to explode, and they do double damage at close range. (Thankfully, you can kick them into the nearest crowd of enemies. Or bat them when in mid-air, which the game calls the "Exploding Palm Technique".)

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** And various other achievements, like "set off a chain reaction involving five different [[ActionBomb bomb imps]].Bomb Imps]]."
* ActionBomb: Bomb imps.Imps. They're very fragile, but there's no way to destroy a bomb other than to wait for it to explode, and they do double damage at close range. (Thankfully, you can kick them into the nearest crowd of enemies. Or bat them when in mid-air, which the game calls the "Exploding Palm Technique".)



* ArcSymbol: A stylized claw, which appears all over the background scenery, as well as on the Book of Claws itself.

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* ArcSymbol: A stylized claw, which appears all over on the Book Of Claws itself, the shape of the [[spoiler: Headmaster]]'s knife, several places in and around the Academy, on every Save Sigil, and countless times in the background scenery, as well as on scenery and the Book shape of Claws itself.various levels.



* AwesomenessMeter: The game has a combo meter that builds on how creative you slay your enemies, and diminishes over to time if you're not fighting enemies.

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* AwesomenessMeter: The game has a combo meter that builds on how creative you slay your enemies, and diminishes over to time resets if you're not fighting enemies.you don't do damage for a short time.



* ClockTower: Level 4-3.

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* ClockTower: Level 4-3.The Fourth Dream: Chapter 3.



* EternalEngine: 4-2, and to a lesser extent, 4-3.

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* EternalEngine: 4-2, The Fourth Dream: Chapter 2 and to a lesser extent, 4-3.extent Chapter 3.



* GameplayGrading: You're given a letter rank based on your performance in each level as well as a title that goes with it. From lowest to highest: D (for "Dreadful Dagon"), C (for "Common Cthulhu"), B (for "Basic Bokrug"), A (for "Awesome Azathoth"), and S (for "Squidtastic Shoggoth"). However getting high ranks requires near-perfect memorization of a level, as well as deliberately skipping over a lot of possible checkpoints.



* InterfaceSpoiler: With the addition of Steam Trading Cards, [[spoiler:The Headmaster]] can be seen long before [[spoiler:he]] becomes relevant to the plot.

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* InterfaceSpoiler: With the addition of Steam Trading Cards, [[spoiler:The Headmaster]] can be seen long before [[spoiler:he]] he becomes relevant to the plot.



* LovecraftLite: Make no mistake-this is not a CosmicHorrorStory, or even that much of a horror ''game''. [[spoiler:[[EarnYourHappyEnding You win, and manage to destroy the book and the guy using them to make servants]], after all, [[TheEndOrIsIt though it wasn't the only one of its kind]].]]

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* LethalLavaLand: The Fourth Dream: Chapter 1 features this in the background, which is downplayed in Chapters 2 and 3.
* LovecraftLite: Make no mistake-this is not a CosmicHorrorStory, or even that much of a horror ''game''. [[spoiler:[[EarnYourHappyEnding You win, and manage to destroy the book Book and the guy using them to make servants]], after all, [[TheEndOrIsIt though it wasn't the only one of its kind]].]]



* OverdrawnAtTheBloodBank: There's a reason the score counter is measured in "pints."

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* OverdrawnAtTheBloodBank: There's a reason the score counter is measured in "pints."Pints."



* PinataEnemy: It's relatively easy to string out a nine-hit combo off a single shambler (ten if you finish by punting it into spikes.)
* PlanetHeck: 4-1.
* RankInflation: You're given a letter rank based on your performance in each level as well as a title that goes with it. From lowest to highest: C, B, A, and S. However getting high ranks requires near-perfect memorization of a level, as well as deliberately skipping over a lot of possible checkpoints.
* SaveGameLimits: Killing enemies and collecting orbs fills up your "sigil meter." When filled, you can empty it to place a checkpoint on any flat, non-slippery surface with no nearby enemies, sawblades, or crushers. Alternatively, you earn double points for all kills performed and orbs collected with the meter filled. (Of course, you lose all those points if you die.)
* ScoringPoints: Some attacks builds the combo meter whereas other increases the multiplier. Figuring out how to effectively dispatch enemies is key for scoring more and more points. Additionally, filling your sigil meter and keeping it full will double the points you earn. At the end of the level, you're given bonus points based on your performance and certain criteria (such collecting every page in the level, not using a save sigil, or items collected).
* ShoutOut: Lovecraft is particularly well-loved here, but there are references to everyone from [[http://en.wikipedia.org/wiki/Lafcadio_Hearn LafcadioHearn]] to Creator/PhilipPullman.

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* PinataEnemy: It's relatively easy to string out a nine-hit combo off a single shambler Shambler (ten if you finish by punting it into spikes.)
* PlanetHeck: 4-1.
* RankInflation: You're given a letter rank based on your performance in each level as well as a title that goes with it. From lowest to highest: C, B, A, and S. However getting high ranks requires near-perfect memorization of a level, as well as deliberately skipping over a lot of possible checkpoints.
* SaveGameLimits: Killing enemies and collecting orbs fills up your "sigil meter."Sigil Meter." When filled, you can empty it to place a checkpoint Save Sigil on any flat, non-slippery surface with no nearby enemies, sawblades, or crushers. Alternatively, you earn double points for all kills performed and orbs collected with the meter filled. (Of course, you lose all those points if you die.)
* ScoringPoints: Some attacks builds the combo meter whereas other increases the multiplier. Figuring out how to effectively dispatch enemies is key for scoring more and more points. Pints. Additionally, filling your sigil meter Sigil Meter and keeping it full will double the points you earn. At the end of the level, you're given bonus points Pints based on your performance and certain criteria (such collecting every page in the level, not using a save sigil, or items collected).
* ShoutOut: Lovecraft is particularly well-loved here, but there are references to everyone from [[http://en.wikipedia.org/wiki/Lafcadio_Hearn LafcadioHearn]] Lafcadio Hearn]] to Creator/PhilipPullman.



** "They Bleed Stardust", based on ''Seraphs'' by Alex Bethke.

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** "They "Seraphs Bleed Stardust", based on ''Seraphs'' ''Seraph'' by Alex Bethke.



** And "They Bleed Ponycorns", based on ''VideoGame/SissysMagicalPonycornAdventure'' by Ryan and Cassie Creighton. [[http://www.youtube.com/watch?v=QhIPo8jeZI8 It must be seen to be believed.]]

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** And "They Bleed Ponycorns", based on ''VideoGame/SissysMagicalPonycornAdventure'' by Ryan and Cassie Creighton. [[http://www.youtube.com/watch?v=QhIPo8jeZI8 It must be seen to be believed.]]]]
** And "All Hallow's Eve", a Halloween themed level that changes up the gameplay the most by making you kill enemies with traps in specific ways to receive candy.



* UnderwaterRuins: 3-1 and 3-2.

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* UnderTheSea: The Third Dream. Chapter 1 is set on the sea floor, 2 in the middle of the open ocean above the floor, hopping between jellyfish-shaped platforms and giant criss-crossing chains. Chapter 3 is instead set on the surface of the sea.
* UnderwaterRuins: 3-1 The Third Dream: Chapters 1 and 3-2.2.



* WombLevel: [[spoiler:The final level]], though technically, it's a [[spoiler:heart level]].

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* WombLevel: [[spoiler:The final level]], Final Dream: The End]], though technically, it's a [[spoiler:heart level]].level]].
* WorldInTheSky: The backgrounds of The Third Dream: Chapter 3 and all of The Fourth Dream feature chunks of land floating in the air with no ground or support in sight (The Second Dream: Chapters 2 and 3, The Third Dream: Chapter 2, and The Final Dream: The End are also suspended, but on trees, in water, and in [[spoiler:a circulatory system]] respectively, rather than in air).
25th Jun '15 12:02:06 PM ViperAcidZX
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* LauncherMove: Tapping the attack button standing still will kick enemies away from you, while holding down the button will send enemies upwards where they can be juggled or attacked in mid-air.

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* LauncherMove: Tapping the attack button while standing still will kick enemies away from you, while whereas holding down the button will send enemies upwards where they can be juggled or attacked stabbed repeatedly in mid-air.



* RankInflation: In a manner of speaking--there's an S rank, but the score requirements for it are ''ludicrously'' high. Getting it requires near-perfect memorization of a level, as well as deliberately skipping over a lot of possible checkpoints.

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* RankInflation: In You're given a manner of speaking--there's an S rank, but the score requirements for it are ''ludicrously'' high. Getting it letter rank based on your performance in each level as well as a title that goes with it. From lowest to highest: C, B, A, and S. However getting high ranks requires near-perfect memorization of a level, as well as deliberately skipping over a lot of possible checkpoints.



* ScoringPoints: Some attacks builds the combo meter whereas other increases the multiplier. Figuring out how to effectively dispatch enemies is key for scoring more and more points. Additionally, filling your sigil meter and keeping it full will double the points you earn. At the end of the level, you're given bonus points based on your performance and certain criteria (such collecting every page in the level, not using a save sigil, or killing every enemy in the level).

to:

* ScoringPoints: Some attacks builds the combo meter whereas other increases the multiplier. Figuring out how to effectively dispatch enemies is key for scoring more and more points. Additionally, filling your sigil meter and keeping it full will double the points you earn. At the end of the level, you're given bonus points based on your performance and certain criteria (such collecting every page in the level, not using a save sigil, or killing every enemy in the level).items collected).
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