Devil Daggers

Devil Daggers

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Intermediate Dagger-dancing Techniques and Tips
Por kenzenzyanai
Here are some tips I can share. I will try to not repeat any tips or observations that are already made, or stuff which are obvious to the normal player. All are skills/techniques I picked up from playing other shooters such as Doom, Serious Sam, Painkiller, and of course, Quake, which did improve my playing after incorporation. I am by no means an expert in the nuances of a video game nor a professional gamer, but I do have confidence in my observations of the mechanics of a game.

I'm no DraQu or b0necarver (I'm #349 as of March 2016), but I'm feeling pretty good with my average time of 200 seconds. Of course, I aim to get even better.

It goes without saying that none of my tips are set in stone; some, if not all, may require validation from a better player than me.

Enjoy! More intermediate tips will be made in the future. If you'd like your tip to be included (with proper crediting), or if you disagree with my tips, please do so in the comment section.

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Enemy observation
1. There will never be two or more mobs of skulls at once. After spawning from the tentacle spires, all skulls will converge on your position. Missing you, the skulls will group together, forming a singular, larger mob.

2. On the subject of regular skulls, I can't exactly put my finger on it, but there is a window when a skull mob would turn to face you, and all the skulls of the mob would file together very closely, making the mob a perfect target for shot-dagger. Try making the skull mob turn 90 degrees towards you.

3. Regular centipedes may seem to just float around passively without attacking you, but that is not the case. If you stand still (which a lot of players seem to do to get proper bearing on the belly crystals, myself sometimes) the centipede will come towards your stationary position. Try to attack the centipede's crystals while moving.

4. Skulls, the regular and horned varieties, cannot perform sharp turns. If you charge forward and narrowly dodge them, you can put a lot of distance while the skulls recover. This is applicable to mobs too. Create an opening by a shot-dagger, and charge through it. You might be surpised by how much of a reprieve this might give you.
Dagger/Movement observations
1. Shotgun jump is useful only for putting distance when the floor is swarming with minis-spiders spawned from the gem-collecting skullspiders. Unless you're from the Quake generation who can maintain the jump on a consistent basis and reliably, don't. I certainly can't.

2. Unlike modern shooters where weapons are hitscan, your daggers have travel time. Try to lead shots. This is how I see it: do not think of your Daggers as projectile, but a whip with infinite distance.

3. A confirmation from another player might be needed for this: shot-dagger projectiles are faster than rapid dagger projectiles.

4. Strafe-jump by jumping while pressing W+A or W+D, but don't spam. Time each jump carefully by jumping again after hearing the landing thud. Done successfully, you'll hear the jump audio sound differently and a slight change in FOV will occur. I found this slight FOV increase to be tremendously helpful in assessing the platform. Also works with S+A and S+D, but watch your back so you don't jump off the platform/run into a mob of skulls.

5. Beginners should know that you repel gems while attacking. However, there is a deeper nuance behind this mechanic. You don't attract gems (as in, the gems stay static) while using rapid daggers, and repel with each shot of the shot-dagger. The gems repel farther if you shoot AT them. While this may seem like a negative aspect of your daggers, it does not have to be. Despite the gems not attracting to you while rapid-daggering, you can STILL collect them normally by running over the gems. And, the repelling effect of the shot-dagger is useful when the skullspiders are collecting your gems.
Playing tips
1. Learn to fire-and-forget. This means, learn the exact number of hits each enemy would take, fire the approximate amount of daggers enough to kill the enemy, and turn your back on it to immediately deal with another threat. Use the game's incredible audio cues to determine whether the threat was successfully dealt with.

2. 10 gems gets you the first power-up, while 70 gets you another. Beginners should to how to effectively kill all skulls and spires in the first 20-30 seconds to receive the power up, and to kill the centipede for the second power up. What intermediate players should know is how to deal with the situation should you take too long to kill the first skullspider, or when the centipede manages to hide itself while you were attacking its crystals. The key phrase here is "threat assessment". If you're taking too long to deal with a threat, abandon it and deal with another immediate one.

3. That being said, you really should want to get the power-ups as soon as you can. The number of enemies scale with your power-ups, meaning you really don't want to deal with the 180-odd second mobs with just the first power-up.

4. Try to play relaxingly. Conserve your energy for the initial 120-seconds. The way the game is designed, both the mechanics and the hellish art style, are (at least, in my opinion) intended to drain the player of stamina.

5. On the subject of exhausting the player, the most tension comes from securing enough gems for power-ups, so most players tend to follow a very strict regime of "must kill this enemy then that enemy", so when they mess up they panic and the whole run is ruined. Try to be flexible in securing gems.

6. Also on the subject of player exhaustion and power-ups, once you get the third power-up, you can probably forget about collecting gems for a while and focus on clearing the platform. Homing daggers is cool to use, but useless if you mess up your priorities and die.
17 comentários
ra|n 18 nov. 2023 às 23:51 
@Forest My highest score is 194, but I usually don't farm much. I do the first couple squids at the very beginning to get my first powerup early without risking the enemies piling up.
Forest 28 dez. 2022 às 14:57 
I'm about 3 hours in and my best run is about 160 seconds, what would you recommend as the best gem farming method for my skill level for the earlier part of the run up to around second dagger upgrade?
The_Juggerbear 15 set. 2020 às 7:56 
ok so I know all of this but I think your description of an infinite whip is the best description of the daggers
Raid Boss 18 jul. 2020 às 20:34 
If Aristotle wrote guides:
⊰Echo⊱ 13 mai. 2017 às 22:26 
If you honestly want a level four hand, you have to build up all your spires, as in kill none until 70s hits. From there you can attack like normal. Do not use homing daggers. If you use a homing dagger it uses up a gem, and you need 220 for a level four hand. From there you can build up or drop gems as you need, there isn't another upgrade. Usually if you do this tactic you will get a level four hand by the time you kill the first gigapede. Just a tiny little guide ish thing of a comment to help you past intermediate level.
ssnorka 29 mar. 2017 às 17:48 
ty especially about the power-up part
Spunky McGoo™ 31 out. 2016 às 19:15 
shot-dagger projectiles are definitely faster than rapid dagger projectiles.
Skrinskas 24 set. 2016 às 22:38 
You can double dagger jump (second jump being a slight boost) by shooting again straight after the first shot, also.
Mason J. Caboose 11 jul. 2016 às 16:53 
This definitely gave me some good tips, especially the jumping part.
Also, shotgun jump is great to move extremely fast, but you have to click shoot and jump at the same time to get the full effect.
@DallasTheEdiot Tip, shotgun attack is single click.
TexasZeEdiot 1 jun. 2016 às 20:36 
I can't seem to figure out how to do a shotgun attack...