BBF

Find my Destiny marathon notes

BBF
Apr 3rd, 2017
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  1. Pretty much the same as Boshy and most other Fangames. Double jump and 5 bullets on the screen at once. Bosses have 7 (?) frames of invulnerability after you hit them.
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  3. Tutorial: Way too long, super boring, somewhat chokable.
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  5. Stage 1: Factory themed. Almost every screen has some kind of cycle you want to catch. Lots of reloading for optimal cycles, very easy to lose a lot of time because of waiting for cycles.
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  7. Boss 1: Lava Demon. Pretty easy pattern boss, dying to the targeted fireballs is a thing. The attack where Lava rises when you shoot him can be dangerous if you are too greedy.
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  9. Stage 2: Lot's of electricity, heavy focus on Jump Replenishers and Boost pads. Electric Fence wiggle changes the hitbox, sometimes causing stupid deaths. Has a nice meme (IT'S ALIVE) on the screen with the 5 switches.
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  11. Boss 2: Boost Core. Very easy to beat, very easy to quick kill. Only RNG part are the red bullets at the start.
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  13. Stage 3: "Star Wars" stage...because lightsabers. Not much to say, a really long world with 2 somewhat interesting puzzle screens.
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  15. Boss 3: Battle Carrier. 100% pattern. Quick kill (4 cycle) is really difficult, optimally dodging the laser can kill you very easily.
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  17. Stage 4: Ice. Terrible ice physics, even if you only press a direction for 1 frame when standing, you will slide really far. A bunch of skips, the most difficult one halfway through (the second snowball screen).
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  19. Boss 4: Frostwind. 100% pattern, but the attack where he shoots spike balls at you can easily kill you. Has a theoretical quick kill before the long avoidance part that hasn't been achieved yet (I got him to 1 HP before it once)
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  21. Stage 5: Jungle Adventure. A lot of Vine jumps (basically walljumps). One of the most difficult worlds overall. Shoutouts to the RNG log waterfall screen.
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  23. Boss 5: Plant (no idea what the actual name is). First attack is RNG bullshit because you want to deal as much damage as possible, rest is very easy.
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  25. Stage 6: Absolutely required Water Stage. Jetstream screens are a pain (you mvoe slower even if you move in the same direction as it), block puzzle screens are really boring, Eel screens take forever and punish you super hard for dying.
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  27. Boss 6: Ecco the Dolphin & Enguarde. Run killer. Dealing enough damage to Enguarde is very difficult because of the sideways fish RNG and the attack where he spins around you is pretty hard. Takes forever to finish off if both of them are alive at the end.
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  29. Stage 7: Mountain area. Main gimmick is bouncy cloud. My least favorite stage in the game because of bad block and spike sprites. The jumps are terrible, the elevator gimmick is stupid and it's overall not very enjoyable.
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  31. Boss 7: Storm Elemental. Also 100% pattern, first attack is stupidly difficult the way I do it but I am too lazy to learn something new.
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  33. Stage 8: Another kind of Jungle Adventure I guess. Also Phil Collins music. Has a lot of very long saves, and the different animal gimmicks aren't particularly interesting. Horrendous block sprites, with the bottom of a block looking like 8 pixels larger than it is.
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  35. Boss 8: Spider (Sheoul?). One of the hardest bosses. Patterns are precise, Bee RNG dictates the amount of damage you can deal towards the end.
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  37. Stage 9: A Cave. The last jump on the second screen is the most cancerous thing in the game, sometimes takes more than 10 attempts. TNT screens and Minecart screens are long and chokable. Minecraft section sucks because you have to Move/jump and use your mouse at the same time. Very far down the rankings in terms of enjoyability.
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  39. Boss 9: Aliens. Easiest boss by far. Easy patterns, easy quick kill, no RNG.
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  41. Stage 10-1: Every screen is an arena type combat. Zombies can spawn on top of you, Medusa heads are Medusa heads. Evil Skull is the bane of my existance. Easy to lose a lot of time to, because every fight is somewhat lengthy.
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  43. Stage 10-2: A lot of platforming. Too many gimmicks to list them all, probably the most enjoyable platforming segment of the game, outside of the dumb lever backtrack screen.
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  45. Stage 10-3: A long Tower Climb. The way the screen scrolls along with you is absolutely terrible for precise platforming. Uses gimmicks also seen previously in the run (Vines, Jump Replenishers, Electric Fences). Second half is an autoscroller with a super chokable ending.
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  47. Boss 10: Death. Quick killing Phase 1 saves a ton of time, but is extremely hard for me (for unknown reason really). Almost entirely pattern, with a little bit of RNG here and there. In Phase 2 you use Holy Water instead of your gun and want optimal damage to avoid having to survive the Scythe attack at the end. Automatically saves at the start of Phase 3. Phase 3 is a pattern avoidance (past the first 10 seconds or so anyway), really cool looking and perfectly synced to the music.
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