At the end of each level, there’s always a leaf bundle or some irritated creature to sweep into submission once you relieve it of its burden, you’ve finished the level. Clean enough stuff, and you get a super attack that clears everything in a large area. Press up when you’re clinging to a wall, and you run up the wall. Hit some floating rubbish, and you get an extra jump or dash. You’ve got your typical double-jump and dash, and two variants of an attack. The controls and rules to navigate these obstacles are simple enough. Getting onto those surfaces is the hard part, as you’ll soon encounter spiky rocks, angry bears, and precarious ledges. Doing that is as easy as touching the surfaces on which they rest do so, and your little janitor-avatar will automatically start moving his (or her) broom. You’ll sweep up leaves from the forest floor, and pick up trash from the streets of the city. Each level has you cleaning up a different location, be it a forest valley, a large cave, or a spooky mansion. So, put on your brooms and overalls, and let’s go clean some stuff.ĭustforce is your typical ninja-janitor simulator ultra-hard platformer, in the same vein as Super Meat Boy. It’s more than just the aesthetics it’s the feeling it evokes, the emotions it carries. Plus, I wanted to do some more analysis of why this is my second-favorite game of all time. My previous review… well, after reading it today, I decided didn’t quite do it justice. It’s just as well, though, since it gives me a convenient time to re-review Dustforce. I’m still undecided on whether that’s a great thing or not - after all, I do want to see Hitbox Team finish Spire. Imagine my surprise when I started up the game and it changed on me, adding levels, new tutorials, and a new overworld layout. Good luck and never give up on this fantastic game (up to Yotta, at least XD ).I actually had no idea that an update for Dustforce was coming out when I started playing the game again a few weeks ago. If you jump, dash down and land on a slope few inches away from when it reverts to flat you can dash toward the flat portion and gain a tremendous speed, gaining a lot of height if the flat surface leads to a trampoline shaped structure You can keep pressing up to run on ceilings, even when they're made of angled slopes You can press jump when sliding down a near-vertical wall to a vertical wall the very same moment the wall slope changes to execute an extended run up the wall You can dash straight away from a wall without losing the ability to do an air jump You can press dash then jump near a platform edge and you'll be executing a perfect last second jump In the first video you can find how to reach all doors.Īt 2:50 I use a technique called "spike jump" (with it you can jump on 45° spikes as long as you dash down and keep pressing the jump button), if you don't want to use the move you can reach the door the proper way as showed in the second video. The new (well, it's fairly old now) Nexus feels more like an advance manouvre test than a skill test, but I admit I had a lot of fun trying to solve the puzzles. Some people on Youtube said this should have been a guide on Steam, so here you are.
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