![]() And figuring out what the dash button is really for is one of many revelatory moments where suddenly the possibility for greater success opens itself up to you. Early lessons like working out how to manoeuvre from running on ceilings are liberating. So much of Dustforce is realising how much more you can do than you realised. And, well, as much as you can try to copy, succeeding in copying is entirely another matter. Or maybe you can't, because a lot of those figures just before release belong to the developers, and they're bloody good at their game, unsurprisingly. ![]() Of course you can look at the top position and learn all the best tricks for a level straight away. RIGHT THEN.īeing able to see other people's techniques once you've reached the end of a level at least once is probably going to cause some consternation. And oh! OH! They bounced off that wall to do that ceiling there, rather than going over there! Right then. Because brilliantly the game records the play of every player's entry on the chart, and from that table you can instantly watch their run. Well, how is an easily answered question. How? How did he do that? I was perfect! PERFECT! ![]() Even managing to awaken the high score beast (not seen since Trials 2) in some as usually uninterested as me, seeing that another journalist with review code managed to get their SS four seconds faster than me makes it impossible to go to bed. And then playing as something of a tie-breaker is the time you complete it all in.īecause finish a level and you're presented with the high score chart for all Steam players for that level, and your place on it. Get every scrap of dust and you'll get the other S. What that actually means is how well you've maintained your combo, with the top award, an "S", only being dished out if you keep it up throughout. The amount of dust you collected, and the "finesse" you show as you do this. There are two main rewards at the end of a level. ![]() The timing of when to use these is absolutely critical to maximum success. But it will hurt.Īlso in the mix is a further feature of collecting dust: fill the bar at the bottom of the screen and you can unleash an attack that wipes out anything in direct line of sight of your janitor. You can keep going, and the first time through a level you probably will. If you don't run over some dirt for a few seconds, the number dramatically drops out of the bottom left corner of the screen. Combos are pretty simple - you can't let too long go since you last swept something. The real goal here is to get through the level, sweeping up every scrap of dust, without letting your combo drop. Instead, the goal here is to sweep up every scrap of dust along the way. While there are a few levels that make that task alone pretty tricky, most you'll be able to run through without too much of a struggle. Just played as an A-B platformer would be to wildly miss the point of Dustforce. Impossible, you'll declare, before figuring it out, and getting stuck on the next challenge. On your first go through you'll make a few jumps, see what it expects of you, and wonder at the ceiling how you'll ever be able to finish it with your combo intact. The dust are the targets to hit, automatically collected as you so elegantly swoop over it through levels, skipping off walls to dart along ceilings, double-jumping between floating dust beasties who you bash to bits, and swooshing down steep hills to make spectacular jumps into seemingly unreachable gaps.Ī few dozen levels are scattered around a peculiar hub of various themed areas, some open from the start, others unlocked by perfecting previous challenges, each offering its own gravity-ignoring assault course to tackle. But forget whatever images of a game that conjures up in your mind - the dust, be it leaves, fluff or green chemical goo, is the motivation to perform some of the most rewarding platform parkour I've ever seen. With the engagingly silly premise of a 2D side-scrolling platform game where you play a janitor, the overall goal of Dustforce is to sweep up all the mess in a level. because you just do! That would be Dustforce. And it's always exciting to have a game that compels you to play the same levels over and over and over and over and over, despite the fact that it's over two hours since you needed to go to bed, and your hands hurt from thumping your desk, because you have to get a bloody "S" on this level because. It's pretty exciting to already know one of your games of 2012, midway through January.
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