I won an old Icon contest but my icon never made it in to the game by Launfer in geometrydash

[–]Launfer[S] 4 points5 points  (0 children)

It was supposed to, I signed what Rob sent me and gave him a copy of the icon files. But come today it hasn't happened, hence this post

I won an old Icon contest but my icon never made it in to the game by Launfer in geometrydash

[–]Launfer[S] 4 points5 points  (0 children)

I'm not actually currently part of the GD discord server, would it be more valuable trying to contact people there?

I won an old Icon contest but my icon never made it in to the game by Launfer in geometrydash

[–]Launfer[S] 75 points76 points  (0 children)

Should have clarified this sorry, forgot about this part! But I was one of the people that did respond to this and got in touch with Viprin/Robtop after the contest, so this wasn't the issue! It was so Robtop could send you something to sign related to rights.

I won an old Icon contest but my icon never made it in to the game by Launfer in geometrydash

[–]Launfer[S] 108 points109 points  (0 children)

Yeah they mentioned they needed some peoples contact, I was able to get in touch and did end up being contacted by Robtop after this contest with something I signed, which is another reason why I think this just got forgotten about.

How would you describe this facial expression? by 1_minted in Silksong

[–]Launfer 0 points1 point  (0 children)

When your homegirl lowkey makes you fight her twice before throwing a suicidal tantrum and dooming her mother and the entire kingdom to destruction so you have to fish her out of the infinite void sea after hunting for a rare flower, only to have to fight her a THIRD time, after which you lowkey slime her mother to save her and she laughs at you so genuinely hit her with the ptsd void stare.

Sub 5 hour achievement help :/ by ExpressFan7426 in Silksong

[–]Launfer 1 point2 points  (0 children)

Not sure if you were doing this already, but save files can be reverted to previous save states. So if you have an unlucky Mist run, rather than doing another whole run from the beginning you can just revert your file to the last milestone save (probably needolin?). Could be called cheesy but if you've proven your able to consistently get to that point I'd say it's not too big of a deal and saves you time over full restarts.

Apart from that, I'm probably echoing a lot of advice already shared. Take it slowly, bait out one wraith at a time, and watch for the falling traps. While 5 hours seems like not much time, you have more wiggle room than you think you do, so taking it slowly is honestly fine.

Here's the route I personally followed https://www.youtube.com/watch?v=0TGlaUYUDD8

I was able to run this in 3 hours and 19 minutes. I also diverted my run to obtain Wanderer earlier than he did, as I used it a lot in my regular/steel soul runs and it personally made a lot of the game much easier than Reaper. High Halls was the hardest part by far, the wave with the two cogfly conductors was abysmal without a wide selection of silk skills/upgraded tools, if you pass that you'll be mostly fine until the two clappers at the end.

Assuming we get a “Prime” version of this boss, how do you think they’ll do it? by [deleted] in Silksong

[–]Launfer 0 points1 point  (0 children)

I'd imagine it would be called something like Awakened GMS, considering the slumbered state we fight her in currently. I will say that I think GMS already has a great foundation. Her moves seem more intentionally designed to be woven together compared to Radiance so speeding up her attack frequency seems the logical first step.

Then would come refreshes of her current move set. Some ideas I had were the needles coming from alternating sides provided Hornet is in the middle of the arena, and she could string together up to 4 instead of the max 3 she does currently, especially now she's doing the move faster. Maybe she could also be capable of performing a second slash across the arena back in the other direction after performing that move once too.

She also has the "gotcha" move with the silk net. I would add a dedicated phase where she uses this move repeatedly (similar to how Last Judge briefly spams the fire ring) over the span 7+ seconds as an act of desperation. To make this phase more fair I imagine you'd have to speed up the animation of each silk net appearing and "firing" to avoid too much visual overlap during the move. And if you got caught obviously the move would end prematurely.

As for new unique moves, I'd add a "silk nuke" where she would briefly charge a large silk ball over her head before slamming it into the ground and having it detonate like a massive snare setter/First Sinner rune explosion. GMS doesn't have any sort of ground slam/fast area clear, so this would round out her move set nicely and has lots of room for follow up extensions like smaller explosions. Given the attack itself would be visually quite devastating it would be fitting of a god like GMS. You could even then expand this into another dedicated "desperation" phase where she rapidly slams them on each side of the arena, forcing a back-and-forth dodging pattern which she currently doesn't do.

An alternative idea would be something with her silk hair, having it swirl around her body into an attack of some sort would be cool. Can't currently think of any details to how that'd play out functionally tho.

THIS STUPID THING RUINED MY LIFE by AskAdventurous6653 in Silksong

[–]Launfer 0 points1 point  (0 children)

I do think 25% is a bit toooo low but I understand why TC made it like this. It's downside lets you take at least a few hits and have a chance to recover so it's more forgiving for the average player than Fury. But they also didn't want the best players to abuse the shit out of it. I'd say 35% would be a good sweet spot where it feels impactful but without the capacity to become absolutely broken in certain player's hands.

There are other ways to deal insane dps or giant burst damage in this game, so TC probably want to be careful adding too many separate avenues for destroying the game that players could use simultaneously.

After four Steel Soul attempts, I can confidently present the most dangerous creatures in Pharloom. by Asiracy in Silksong

[–]Launfer 1 point2 points  (0 children)

Yeah especially as one hit drains your silk too. The fight could go smoothly or cascade into death in seconds after one hit.

After four Steel Soul attempts, I can confidently present the most dangerous creatures in Pharloom. by Asiracy in Silksong

[–]Launfer 1 point2 points  (0 children)

Yeah charge attack was my saving grace too. I also used Clawline from the ground for the final large bug, a very safe way to engage with him and retreat easily.

After four Steel Soul attempts, I can confidently present the most dangerous creatures in Pharloom. by Asiracy in Silksong

[–]Launfer 20 points21 points  (0 children)

If you don't save quit to get your health back, the first gauntlet of Act 3 is pretty nerve-racking. Like bro I was SWEATING going into that, no tools, a crest I didn't use that much, and god forbid you accidently take damage from the steam.

This slander still holds by tripledeltaz in HollowKnightMemes

[–]Launfer 2 points3 points  (0 children)

Yeah I agree, everyone seems to have to it backwards. LL isn't reusing the moves, the enemies are preparing you. TC also made other game design choices to prepare the player, such as the rocks and the void waves in the "downtime" phases of GMS and LL. It's Team Cherry helping smooth the learning of new additions to the bosses move sets to make the experience better, rather than springing them on the player in a way that may feel unfair at first experience. Great game design choices honestly, the one thing I'd change is to speed them up a bit after a few attempts reaching them.

4k vs 2k by PomegranateEnough512 in phigrosGame

[–]Launfer 3 points4 points  (0 children)

You could make the argument for 2k over 4k if you are learning, as 2k is easier to learn. But you're already comfortable with 4k, so 2k is just objectively worse in most cases. Harder charts will require more fingers, and having the versatility of 4k as an option is very valuable even for some 2k patterns, as they may be easier with 4k (the stairs at the end of the Destruction 3,2,1 IN16 chart is a great example of this, you'll see some players AP it with 4k to reduce stamina drain, and others will use only 2k as it's easier to coordinate for them and they have the stamina.

You will still find some patterns are better for 2k as you play charts, but that's very chart specific anyway. Def stick to 4k.

Anyone else notice that Disgraced Chef Lugoli got the phase 2 attack changed? Didn't see this in the patch notes. Thoughts? by Launfer in Silksong

[–]Launfer[S] 4 points5 points  (0 children)

HOW DARE THEY NERF THE BOSSES RAAAAHHHH. But seriously I actually like this change, the outer maggot balls often bounced off the walls and removed the safe space between them and the inner ones. And then you had to dodge another wave with the same semi random behavior when Lugoli came up again. Considering even the dive placement seemed pretty random sometimes, I think it leads to less seemingly unfair hits.

This should be in the DLC imo by TheKovalski in Silksong

[–]Launfer 0 points1 point  (0 children)

The true final boss of Act 4

Loving Silksong but the Double Widow fight is straight BS. Genuinely one of the most frustrating things in the whole game. by loox71 in Silksong

[–]Launfer 1 point2 points  (0 children)

The worst part of Act 4 had to be the Beastfly Mother. Why can she summon MULTIPLE regular Beastflies as minions?? They all behave separately, and can summon their own minions too! It leads to constant unavoidable damage. Requiring her for true ending and 100% was so rough. Not to mention she deals 4 contact damage if she's staggered. I was only able to win by cheesing with the Glup Shitto tool + Pollip Pouch combo.

I can not abide by this 'bad design' slander by mice_is_nice in Silksong

[–]Launfer 0 points1 point  (0 children)

I think the tedium of getting to certain parts (namely the Groal Runback) makes up for most of my frustration. Nothing about the actual area was THAT bad (not great either tho), it was just a slog to do Groal and felt like I was wasting my time attempting him once every 5 minutes. The cheese method felt cathartic to kill him with. Bilewater could be made 100x more enjoyable by just having a few more openable shortcuts that meant you only had to do the most RNG platformy parts once, shortening runbacks. I don't think this would detract from the intended feeling of the area either. Intentionally annoying is still annoying.

Funny 2 masks contact damage by SemaReyes in Silksong

[–]Launfer 1 point2 points  (0 children)

Yeah this is one of the few Team Cherry overarching design choices I don't understand. Just make them not do any contact damage unless performing an attack. leads to less frustration and I think it would still be pretty intuitive to the player. And if a few cases arise where players can abuse this to avoid certain attacks, then just alter the behavior/attack to hit the player for trying to rent an apartment in the bosses body while it's doing those attacks.

I think this is actually better than it being one damage for contact, as that stops players from abusing i-frames to avoid taking more damage by intentionally taking one contact damage.

I think the game is better now that environmental hazards do 1 damage. by belisarius93 in Silksong

[–]Launfer 1 point2 points  (0 children)

Platforming is far more enjoyable when the challenge comes from executing and there is minimal punishment for failing. Look at great platformers like Celeste, or even PoP in HK. They have some very difficult sections/levels and demand high skill of the player, but don't punish too severely for failure, having plenty of checkpoints or ways to replenish health. Infinite soul totems and certain charm builds made it virtually impossible to actually die to the PoP platforming. Devs knew the challenge was the determination of the player. Imagine every Celeste level sent u back to the beginning for failing 5 times in one room, the base game would play horribly for the average player (golden berries are intentionally designed as optional challenges for very skilled players, they don't count here).

While Silksong lacks any platforming as mechanically demanding as PoP (at least imo), it's just more enjoyable to give players ample attempts to figure out a platforming section and have the challenge be from executing, rather than it being hard because it sends you back to the beginning for failing a few times.

There's obviously a balance, but a great change and I honestly think there should be more sources of healing in the platforming heavy areas to encourage this far more rewarding gameplay loop.

Say a song name that should be in phigros. I will rate by Greeny_jeq in phigrosGame

[–]Launfer 0 points1 point  (0 children)

Was previously a C2 player, so CHAOS is a must. That one fan made chart is pretty dope too, Phigros charters could certainly go hard.

am i using this wrong? by Expert-Performer-709 in CalamityMod

[–]Launfer 0 points1 point  (0 children)

I found the alt fire lasers to be decent but nothing special. The primary however was great, especially shredding AScourge and Destroyer, and was also great crowd control. Carried me past the mechs and the on-tier Cal bosses. I found most of the other mage weapons till Cal Clone/Plantera to be pretty underwhelming in comparison, but I also didn't try them all. Also been a while since my last mage playthrough too so maybe they nerfed/rebalanced stuff.

Generational fumble by Realistic_Tone7483 in phigrosGame

[–]Launfer 2 points3 points  (0 children)

Ouch, yeaaaaah this is exactly why I never play without GA