I played each level individually to get an idea of what a "TAS" would look like and compared these times with my single-segment, nothing more.Ġ1. Note that the values indicated for rooms of improvement are only assumptions. The only thing you should know about it, tough, is that the longer the rope when you release it, the faster you can go (assuming you don't release the arrow keys afterwhile). * The grappling hook system is absolutely not intuitive. The final result went out surprisingly quick, after gradually better attempts, in less than 24h (including a good night sleep!). The hardest thing was probably to memorize the order of the 50 levels, but after around 15-25 hours of extensive practice, I was ready to record my first attempts (you know you're ready when you have died at least once in every possible location). So I finally changed my mind and started to play more assiduously. By doing so, however, I began to have a good knowledge of the game, which I didn't want to be "wasted". Still, I wasn't sure if I wanted to invest my time in this devious one-man production and risk an epilepsy (just kidding, but the game is excessively flashy and blurry), so I simply recorded some strategy guide to help anyone interested. I'm easily attracted by platformers and it was enough to persuade me to play the game more in-depth. So, why this run? Back in February, I was verifying Zach's run (his first submission). Before the game is loaded, you will see a small advertisement (Armor Games-style) please note that I HAD TO ENDURE IT BEFORE EVERY ATTEMPT! I suggest you give the game a try before watching the run you can find it on Adult Games (the official website to play it). Give Up, Robot is a hard platformer where you can die basically anywhere, just like in the Jumper series. Oh my, another platformer by Matt Thorson! Seriously, I would hate this guy if he wasn't also the author of An Untitled Story – a game you shouldn't miss if you're a metroidvania enthusiast. I guess my goal was to make you sweat there so you end the game feeling good about yourself.* 4:44.13, Zach 'ZachSK' Kessler (February 2013) but still nerve-wracking because of what's on the line. I also just like the idea of the start of the level being really difficult, but the ending being a part you can take slow that isn't really all that hard. The theory being that once you've made it that far you're pretty invested in the game so you're likely to put in the effort to get through it, and once you do you'll feel accomplished. To name a few, with level 49 I just wanted a "this is cool" level and with level 50 I was going for a pretty big jump in difficulty. The difficulty curve is mostly meant to be smooth with a couple exceptions. I'm glad you enjoyed the level design that was definitely the focus of the game. Certainly had a lot of uniqueness to the level design, which is always a pleasure. Now that I'm done, I feel a sense of relief and I realize it was actually kinda fun. I find the grappling hook is kinda weird, but I think I'm just used to multi-directional firing like Umihara Kawase.
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