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Cleaned up Nintendo Hard


* 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.]]

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* 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.
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Forgot to add a reason to my previous edit. I feel like the X-Difficult levels fall more within the category of Nintendo Hard. They\'re incredibly challenging, but they\'re still at least mostly fair. The new \"Ruin User\" level, however, is most definitely Platform Hell.
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* 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]].

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* 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.]]

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* 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.
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** Infini Difficult takes this several orders of magnitude beyond the bounds of sanity, a MarathonLevel requiring several advanced techniques usually reserved for SequenceBreaking.
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** With the release of Dustforce DX, the [[GottaCatchThemAll Steam trading cards]] now show the names proper.

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A PlayStationVita port was released on February 4, 2014.

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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.

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* 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.

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* 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.]]

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* 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]].


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

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* GroundPound: One of the moves that's possible to execute.

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* 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]]
* GroundPound: One Happens if you hit the ground at a high enough speed, allowing you to instantly clear nearby dust.
* GuideDangIt: There are numerous mechanics and techniques crucial to competitive play which are unclear or completely unexplained by the game. For example, you can dash at the bottom of a ramp to get a huge speed boost off it, but this is only revealed by some random [=NPCs=] in certain hub worlds. The ability to clear dusty surfaces with attacks isn't even explained at all, though it's easy to figure out.
** [[http://steamcommunity.com/app/65300/discussions/0/666828126747240379/?insideModal=1 A detailed explanation
of the moves that's possible mechanics]] reveals abilities like jump-dashing, speed dashing down slopes, hitting dust and enemies through walls, attack canceling, and more. If you watch the demos of top-ranked players before learning these moves, they will appear for all the world to execute.be magic speed gods.



* HitboxDissonance: A source of frustration for players is being unable to tell where exactly is the edge of a cliff of a jump with respect to the four characters while moving, causing players to waste their double jump prematurely.

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* HitboxDissonance: A source of frustration for players is being unable to tell where exactly is the edge of a cliff of a jump with respect to the four characters while moving, causing players them to waste their double jump prematurely.
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* HiddenEyes: All the playable characters have their eyes obscured by either their headwear or their hair, unless you want to make an exception for [[{{Cyclops}} Dustwraith]].

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The game was released on Steam on January 17th 2012. An extensive prototype demo was released a while back, including a set of levels and a full level-editor. Each level has a different character, with some emphasizing acrobatics, others smooth combo-building, and one showcasing some NintendoHard platforming. Be warned though that this prototype is out of date, running on an entirely different engine and having much more temperamental controls than the final product. [[http://www.indiepubgames.com/game/Dustforce You can find the prototype here]].

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The game was released on Steam on January 17th 17, 2012. An extensive prototype demo was released a while back, including a set of levels and a full level-editor. Each level has a different character, with some emphasizing acrobatics, others smooth combo-building, and one showcasing some NintendoHard platforming. Be warned though that this prototype is out of date, running on an entirely different engine and having much more temperamental controls than the final product. [[http://www.indiepubgames.com/game/Dustforce You can find the prototype here]].
here]].

A PlayStationVita port was released on February 4, 2014.
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* MarathonLevel: The latest update adds two new levels, one of which is Yotta Difficult, a combination of parts of all 7 previous Difficult levels. The first recorded SS run took about 2.5 minutes, which is very long compared to the minute or less it takes to complete most other levels.

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* MarathonLevel: The latest update adds two new levels, one of which is Yotta Difficult, Difficult level, a combination of parts of all 7 previous Difficult levels. The first recorded SS run took about 2.5 minutes, which is very long compared to the minute or less it takes to complete most other levels.
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Ryu And Ken is now Moveset Clone. Misuse is being deleted.


** RyuAndKen: They also share this dynamic as well.

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** RyuAndKen: MovesetClone: They also share this dynamic as well.
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The game is LeParkour at its finest as you will have to pick the optimal path to take you past all the dust and use dizzying combinations of PrinceOfPersia style wall-running to keep you on track. The game is focused on flowing gameplay, with a scoring system that awards not only dust collected but combos, meaning you will need to use seamless platforming to avoid stopping collecting dust. Only a perfect run, collecting all the dust without stopping, will net you the highest SS ranking (S+ in the prototype).

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The game is LeParkour at its finest as you will have to pick the optimal path to take you past all the dust and use dizzying combinations of PrinceOfPersia style wall-running to keep you on track. The game is focused on flowing gameplay, with a scoring system that awards not only dust collected but combos, meaning you will need to use seamless platforming to avoid stopping collecting dust. Only a perfect run, collecting all the dust without stopping, will net you the highest SS ranking (S+ in the prototype).
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* FollowTheMoney: Dust both boosts your score and guides you through levels. Collecting it is also the objective in-story, making this an excellent example of [[GamePlayAndStorySegregation Gameplay and Story Integration]].

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* FollowTheMoney: [[FollowTheMoney Follow the Dust]]: Dust both boosts your score and guides you through levels. Collecting it is also the objective in-story, making this an excellent example of [[GamePlayAndStorySegregation Gameplay and Story Integration]].
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It gets worse wicks


* TemporaryPlatform: Dust can form these, forcing you to erase the ground under your feet. ItGetsWorse when you have a complex sequence constructed out of these platforms over a bottomless pit.

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* TemporaryPlatform: Dust can form these, forcing you to erase the ground under your feet. ItGetsWorse Even worse when you have a complex sequence constructed out of these platforms over a bottomless pit.
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Adding some neat new info.

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* MarathonLevel: The latest update adds two new levels, one of which is Yotta Difficult, a combination of parts of all 7 previous Difficult levels. The first recorded SS run took about 2.5 minutes, which is very long compared to the minute or less it takes to complete most other levels.
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* BrutalBonusLevel: Actually an entire Brutal Bonus ''World'' consisting of eight levels, ranging from [[http://www.youtube.com/watch?v=AqQigv4utQw difficult]] to [[http://www.youtube.com/watch?v=r4_MFvogDdM unimaginably sadistic.]]
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* BottomlessPits: Plenty of levels have them.

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* BottomlessPits: Plenty of levels have them.them implied in the form of instant-death-zones below the stage, but genuine bottomless "pits" (really just the area outside of the level) can be found if you manage to make your way out of the main stage area or find an opening in the aforementioned death-zones.



* NotTheFallThatKillsYou: In the demo there is actually an invisible death zone under the stage that kills you if you fall off. If you neglect to put this into a stage you made with the editor the player will fall a very long time until they hit the edge of the huge map area and die.

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* NotTheFallThatKillsYou: In the demo every level there is actually an invisible death zone under the stage that kills you if you fall off. If you neglect to put this into a stage you made with the editor the player will fall a very long time until they hit the edge of the huge map area and die.
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Edited Book Ends to bring it up to date, and also removed the spoiler tags it had referring to the Brutal Bonus Level, which was the last spoiler regarding them. If anyone objects to the bonus levels being unspoilered now, feel free to PM or bring it up on the discussion. I\'d say they\'re not really a big spoiler any more.


* BookEnds: Sort of. [[spoiler:The tutorial stage and BrutalBonusLevel share a tileset and music track.]]

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* BookEnds: Sort of. [[spoiler:The The tutorial stage and {{Brutal Bonus Level}}s share a tileset, and the original BrutalBonusLevel share a tileset and shares its music track.]]as well.
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* 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 [[UpToEleven Exa Difficult]] and eventually [[BeyondTheImpossible Zetta Difficult and Yotta Difficult.]]

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* 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 [[UpToEleven [[SerialEscalation Exa Difficult]] Difficult and eventually [[BeyondTheImpossible Zetta Difficult and Yotta Difficult.]]
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Dustforce is an acrobatic 2D platformer produced by indie developer Hitbox Team. You play as the Dustforce, a band of the [[AlmightyJanitor most athletic cleaners in the world]]. Your objective is to dash, DoubleJump, WallJump, [[WallCrawl wall run]] and somersault through twisting Parkour racecourses while cleaning up all the dust that litters its obscure corners.

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Dustforce is an acrobatic 2D platformer produced by indie developer Hitbox Team. You play as the Dustforce, a band of the [[AlmightyJanitor most athletic cleaners in the world]].world. Your objective is to dash, DoubleJump, WallJump, [[WallCrawl wall run]] and somersault through twisting Parkour racecourses while cleaning up all the dust that litters its obscure corners.
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** And then they updated it again once it was introduced to the Humble Indie Bundle 6 to add two more levels, [[BeyondTheImpossible making even Exa Difficult look easy.]]

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** [[SerialEscalation And then they updated it again once it was introduced to the Humble Indie Bundle 6 to add two more levels, [[BeyondTheImpossible making even Exa Difficult look easy.]]
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markup editing


* 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 [[UpToEleven Exa Difficult]] and eventually [[BeyondTheImpossible Zetta Difficult and Yotta Difficult.]]]]

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* 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 [[UpToEleven Exa Difficult]] and eventually [[BeyondTheImpossible Zetta Difficult and Yotta Difficult.]]]]]]
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Removed the last dated mentions of the prototype


* LevelEditor: The prototype has one and the full game recently received one.

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



** Each level type in the demo has its own aesthetic and dust type. The dusty castle, autumn leaf valley and tron-esque computerscapes are all beautiful.

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** Each level type in the demo set has its own aesthetic and dust type. The dusty castle, autumn leaf valley valley, and tron-esque computerscapes are all beautiful.beautiful, and the cityscape and laboratory have quite a few moments of beauty as well.
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And then they gave the Tron Lines their own level set.


* TronLines: The tutorial [[spoiler: and final]] level has this aesthetic. It's a shame they didn't give this dust type a full level set because it looks very distinctive.

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* TronLines: The tutorial [[spoiler: and final]] level has this aesthetic. It's a shame they didn't give this dust type a full aesthetic, as well as the final extra difficult level set because it looks very distinctive.set.
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Unspoilered the names of the Platform Hell section, since they aren\'t spoilered elsewhere and they\'re pretty common knowledge by now.


* PlatformHell: Many of the gold-key levels fall into this category, as well as the aptly-named final levels [[spoiler: [[NintendoHard Kilo Difficult, Mega Difficult, Giga Difficult]], and so on, going all the way up to [[UpToEleven Exa Difficult]] and eventually [[BeyondTheImpossible Yotta Difficult.]]]]

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* PlatformHell: Many of the gold-key levels fall into this category, as well as the aptly-named final levels [[spoiler: 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 [[UpToEleven Exa Difficult]] and eventually [[BeyondTheImpossible Zetta Difficult and Yotta Difficult.]]]]

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* PlatformHell: Many of the gold-key levels fall into this category, as well as the aptly-named final level [[spoiler: Giga Difficult.]]

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* 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.
* PlatformHell: Many of the gold-key levels fall into this category, as well as the aptly-named final level levels [[spoiler: [[NintendoHard Kilo Difficult, Mega Difficult, Giga Difficult]], and so on, going all the way up to [[UpToEleven Exa Difficult]] and eventually [[BeyondTheImpossible Yotta Difficult.]]]]]]
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Changed the age-old entry for Spikes of Doom.


* SpikesOfDoom: The only things that will be able to kill you, according to developers in a recent interview (though that may not include pits).

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* SpikesOfDoom: The only things that will be able to kill you, according to developers in a recent interview (though that may not include pits).mansion and virtual areas feature these. Other areas feature replacements such as live wires, brambles, or [[ArsonMurderAndJaywalking traffic cones.]]
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Beyond the impossible: Nintendo hard edition.

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** And then they updated it again once it was introduced to the Humble Indie Bundle 6 to add two more levels, [[BeyondTheImpossible making even Exa Difficult look easy.]]
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Let's Dust!

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Let's ->Let's Dust!
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Dustforce_3794.png]]
[[caption-width-right:350: Dry leaves are SeriousBusiness]]

Let's Dust!

Dustforce is an acrobatic 2D platformer produced by indie developer Hitbox Team. You play as the Dustforce, a band of the [[AlmightyJanitor most athletic cleaners in the world]]. Your objective is to dash, DoubleJump, WallJump, [[WallCrawl wall run]] and somersault through twisting Parkour racecourses while cleaning up all the dust that litters its obscure corners.

The game is LeParkour at its finest as you will have to pick the optimal path to take you past all the dust and use dizzying combinations of PrinceOfPersia style wall-running to keep you on track. The game is focused on flowing gameplay, with a scoring system that awards not only dust collected but combos, meaning you will need to use seamless platforming to avoid stopping collecting dust. Only a perfect run, collecting all the dust without stopping, will net you the highest SS ranking (S+ in the prototype).

Of particular note are the dust mechanics. As well as looking beautiful the dust (or leaves etc.) clings to floors, walls and ceilings and is placed in such a way to mark the optimal path through the level. While you will still have to work out how to collect it all, you can deduce what kind of sequence of acrobatics is required to proceed.

The game also features beautiful environments, smooth animation and soothing music, giving it a very airy and light atmosphere.

The game was released on Steam on January 17th 2012. An extensive prototype demo was released a while back, including a set of levels and a full level-editor. Each level has a different character, with some emphasizing acrobatics, others smooth combo-building, and one showcasing some NintendoHard platforming. Be warned though that this prototype is out of date, running on an entirely different engine and having much more temperamental controls than the final product. [[http://www.indiepubgames.com/game/Dustforce You can find the prototype here]].

----
!!''Dustforce'' provides examples of:
* AllThereInTheManual: The characters have names. You would only ever be able to find them out if you look through the game's files. For the Dustforce, blue guy is Dustman, red is Dustgirl, purple is Dustkid, and green is Dustworth. For their MirrorBoss counterparts, their respective names are Dustwraith, Leafsprite, Trashking, and Slimeboss.
* AlmightyJanitor: The main cast are basically some of the most literal interpretations of this trope, being street sweeping ninjas.
* AnimateInanimateObject: Trash cans, books and other objects are after the player as they're corrupted for not being cleaned.
* BadassGrandpa: Dustworth
* BattleAura: When the player reaches a high enough combo, a trailing version appears, which indicates you can use your ChargedAttack.
* BenevolentArchitecture: Levels are set up for maximum acrobatics and dust trails show you the way through.
* BlushSticker: The female characters have these.
* BookEnds: Sort of. [[spoiler:The tutorial stage and BrutalBonusLevel share a tileset and music track.]]
* BottomlessPits: Plenty of levels have them.
* BroomStickQuarterstaff: Two characters use them, both to sweep and smash.
* ChargedAttack: Collect-type. Based on combo-counts, the bar charges up to 100 at which point the attack can be activated to wipe out all enemies and dust nearby.
** The bar also appears to be charged by getting hit by enemies, but this is not particularly ideal since one hit breaks your combo.
* CriticalExistenceFailure: In the prototype, your character explodes into a cloud of dust on hitting spikes or simply falling out of the play area. Strangely beautiful when the cloud is made of autumn leaves or polygons.
* DeathCourse: As the player progresses, the later levels are this, requiring pixel-perfect jumps to avoid spikes and hazards with little room to manoeuvre.
* DeathIsASlapOnTheWrist: Frequent checkpoints mean you aren't sent back far, but dying will break your combo and thus lower your finesse rank.
* DoubleJump: Smashing an object restores your double jump even if you double jumped into it. Dustkid has a triple jump.
* EasterEgg: Remote locations can feature these.
* EverythingTryingToKillYou: Wild animals, books, garbage cans, treasure chests and many other things are not happy for not being clean.
* FlawlessVictory: The elusive SS rank requires a perfect run, as a single mistake may require restarting the level.
* FollowTheMoney: Dust both boosts your score and guides you through levels. Collecting it is also the objective in-story, making this an excellent example of [[GamePlayAndStorySegregation Gameplay and Story Integration]].
* GagNose: Dustman and Dustworth have pink noses.
* GroundPound: One of the moves that's possible to execute.
* HitboxDissonance: A source of frustration for players is being unable to tell where exactly is the edge of a cliff of a jump with respect to the four characters while moving, causing players to waste their double jump prematurely.
* HubLevel - A separate hub for each world, as well as a main hub to connect them.
* ImprobableWeaponUser: Arguably everyone -- see ImprovisedWeapon below -- but Dustkid's weapon is weird even by the standards of the game. She uses oversized dusters that she wields like some sort of bizarre, weaponized pom-poms.
* ImprovisedWeapon: Your characters use the same brooms, dusters and vacuum cleaners they use to remove dust to smash containers and obstacles (also made of dust).
* InterchangeableAntimatterKeys: A single-use key will work on any appropriate door of that type.
* JackOfAllStats: Dustman has an average speed and attack compared to other 3.
* LevelEditor: The prototype has one and the full game recently received one.
* LeParkour
* LastLousyPoint: For the highest rank you need every single dust mote in a level, and if you miss one by fluffing a jump backtracking for it is either risky (delays risk breaking your combo) or impossible.
* LimitBreak: It takes the form of a multi-hit flash step attack...thingy...that you charge up by dusting.
* MalevolentArchitecture: Castles, streets, forests and labs usually aren't that hostile in real life as they are in this game.
* MirrorBoss: The Dustforce has an opposing team of dust-spreaders with similar acrobatic skill sets. Each is playable in Multiplayer King of the Hill and Survival matches.
* MooksButNoBosses: The boss-looking {{Evil Counterpart}}s are actually multiplayer characters.
* 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.]]
* NoPlotNoProblem
* NotTheFallThatKillsYou: In the demo there is actually an invisible death zone under the stage that kills you if you fall off. If you neglect to put this into a stage you made with the editor the player will fall a very long time until they hit the edge of the huge map area and die.
* PlatformHell: Many of the gold-key levels fall into this category, as well as the aptly-named final level [[spoiler: Giga Difficult.]]
* RedOniBlueOni: Dustgirl and Dustman have colour-coded overalls and combo auras.
** RyuAndKen: They also share this dynamic as well.
* SceneryPorn: The autumn leaves in particular look very impressive.
** Each level type in the demo has its own aesthetic and dust type. The dusty castle, autumn leaf valley and tron-esque computerscapes are all beautiful.
* SeriousBusiness: Cleaning.
* ShieldBearingMook: Animated armor.
* SpikesOfDoom: The only things that will be able to kill you, according to developers in a recent interview (though that may not include pits).
* TemporaryPlatform: Dust can form these, forcing you to erase the ground under your feet. ItGetsWorse when you have a complex sequence constructed out of these platforms over a bottomless pit.
* TronLines: The tutorial [[spoiler: and final]] level has this aesthetic. It's a shame they didn't give this dust type a full level set because it looks very distinctive.
* VideogameDashing: A big part of gameplay. Grounddashing, air dashing and wall dashing are present.
* WallJump: A big part of gameplay.
* XMeetsY: N+ meets... cleaning?
** The harder levels are kind of like VideoGame/MeatBoy meets AlmightyJanitor.
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