In my silliness I thought that the freezing field was a marvellous idea until I couldn't put out my burning cape. Some of those benefit more caution than others, usually things end so that the player's running frantically away - typically in search of a non-harmful liquid. The caves were filled with different types of exploding boxes and barrels that one can kick and shoot around to their heart's content. I guess all of this was this " emergent gameplay" that is loads of fun. Of course all of this looks and sounds so much better live than in descriptions or screenshots. Or when a flying happonuljaska thing gets punctured by a shot and the poisonous goo escapes its sacklike body in a rather disgusting manner. Or when a pile of coal that has been harboring an ember suddendly starts burning brightly, just like the mobs that were innocently walking by it. Or when someone punctures a whiskey barrel and the flying liquid makes everyone drunk and finally everything catches fire again. Noita's physics simulation went a tiny bit further than what any cave flying games ever had with their snow or water, even though most of that awesomeness may escape the player's notice, until you start getting suffocated by the smoke from all those fires you lit along the way - or when all the water that you had gotten evaporated while blowing up this and that starts to rain down again - or when a good volume of gasified acid catches a spark and the whole airspace turns into a sea of fire in the blink of an eye. In case someone had a flashback to the nineties with games like AUTS, V-Wing, Wings, Molez, Minebombers and Liero, you aren't the only ones and not without reason. I noticed that one after a few good rounds, also after the first patch or two Noita started to remember the high scores and related things (which could be guessed by the killed enemies list that in the screenshot below only had fish and the spider classes, while the spells and perks were unbalanced in comparison), so whatever has been saved is not the absolute truth. The main menu has a " Progress" menu that shows what sort of stuff you've collected and used and reached during your runs. The game itself is mostly procedurally generated with the exceptions being the occasional handcrafted bits, such as the first cave and the temples and whatnot, as you'd expect and hope. Those weren't amusing nor show-worthy, just plain boring.īeing a Roguelite every run starts from scratch, the only thing that accumulates is hopefully the player's own skill. The death screen has become very familiar already since then, most of my deaths have been entertaining, while the few exceptions have been along the lines of " I slowly burned to death while running in an empty area while searching for a puddle of non-poisonous liquid that could douse the fires and I wasn't carrying any sort of a flask, either". My very first run lasted an amazing length of eighteen and a half minutes, and as a massive surprise to myself I even reached the second level (or area).
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