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Let It Die |OT| F2P roguelike Dark Souls with a skateboarding skeleton

Does anyone know where to get DOD green metal? I know the candle wolf is dropped by Goto and War ensemble I got from Jin Die. I don't think I found a Coen in between 10-19, since the one on floor 3 drops the blue one iirc.
 
I know someone already posted a lower res version of this, but in case anyone wanted it in 4k.

31172195720_ede5f4e43b_o.png

Also anyone else getting these while in the express elevator now? Just started yesterday for me. Part of the maintenance I guess?

 

AESplusF

Member
I know someone already posted a lower res version of this, but in case anyone wanted it in 4k.



Also anyone else getting these while in the express elevator now? Just started yesterday for me. Part of the maintenance I guess?

aw hell yeah, thank you

that mask looks awesome what floor are you on?
 
aw hell yeah, thank you

that mask looks awesome what floor are you on?

I'm on 20. But that's from a lower floor. Just the Sengoku S rank mask from upgrading a few times. I think you can pick up the Sengoku armor BP's from floors 11+

That's just one I found, I usually go with scavenged gear unless I'm going for an especially hard fight.
 

AESplusF

Member
I'm on 20. But that's from a lower floor. Just the Sengoku S rank mask from upgrading a few times. I think you can pick up the Sengoku armor BP's from floors 11+

That's just one I found, I usually go with scavenged gear unless I'm going for an especially hard fight.

ah ok I'm at floor 11 now, I've been taking the game really slowly doing lots of upgrading and character grinding
 

darklin0

Banned
I got 41k gold and souls(I forget what they are called) from the California vs UK fight.

I have almost a maxed out fridge, 2 more slots to go.

I should leave the first 10 floors already but I am trying to pick up the collectibles.
 

Hawkian

The Cryptarch's Bane
I hadn't heard anything about this game until just seeing this OT pop up on the front page earlier in the week and seeing the description and thinking "welllll that sounds amazing..." Didn't even realize it was a Suda51 project at the time.

The more I learned and watched gameplay footage, the more I discovered that while the Dark Souls parallels and inspiration were obvious, "roguelike" wasn't actually all that true. It's certainly a dungeon crawler, but the penalties for death are simply not all that severe... I mean depending on your choices and spending money, they don't necessarily even exist. You never really permanently lose your character. Death is actually a lot more inspired by the process of going back to retrieve your souls in the From games rather than permadeath.

That's when it kind of hit me that this project is much like a reimagining of Dark Souls as an arcade game. And I don't mean a game with "arcadey gameplay," I mean what if Dark Souls was a game you actually went to an old-school physical arcade to play. I mean I've already seen people in here mention the familiar feeling that spending Death Metals on death can evoke... popping a couple more quarters into the machine. It puts me in the mind of something like Ghosts N' Goblins, a punishing experience with a bit of a bizarre tone that just kind of assumes you'll keep coming back for more and... well, just one more...

This was, I swear to god, before I learned that the gameplay is framed within the game as playing Let it Die the videogame in an in-universe arcade, a conceit which kinda made me fall in love instantly.

Anyway, it does borrow from the Souls games the notion of overloading the player with systems so obtuse and so numerous that you basically just HAVE to go online and read or ask others about it. To that end I've been collecting both common questions I've seen and some of the misconceptions I've noticed people forming during gameplay streams.

Many intermediate to advanced aspects of the game are not included here... I don't even get into the asynchronous multiplayer bits at all. But I'm sure the community will cover all that soon enough.

Here are some tips in no particular order... plenty of this is surely covered by the balloons, but there's a lot to retain.

  • Controls
    003WBdl.png
    • Important Controls That are Not Listed
      -Holding Triangle charges up a rage attack, then hitting L2 or R2 performs the rage move with that hand's weapon. You store up to 3 rage "charges" (the number next to your HP) and no more. Different weapons' rage moves consume different amounts of rage meter and have different effects. The fist rage move consumers only one charge. You can use rage moves from ranged weapons even if they are out of ammo. When an enemy is dazed, holding Triangle near them, then choosing L2 or R2 performs a "Goretastic" finishing move that gives you bonus rewards.

      -L1 and R1 are secondary attacks that are unlocked after raising mastery with that weapon. For two-handed weapons, L2/L1 and R2/L2 are different attacks.

      -While at full sprint, press X for a drop-kick. This has a lot of knockback, great for unsuspecting solitary targets and very slow ones like Scratch Tubers (whom it completely wrecks). Missing leaves you vulnerable.

      -X on a downed enemy to stomp them. This is basically free damage if you can knock an enemy over (such as with a drop kick). Some weapons will modify this attack when equipped.

      -Press O immediately before an enemy attack hits to Perfect Guard and knock them back.

      -You can hold O after a dodge to block immediately after coming out of the roll. This is useful if you're dodging an attack when other enemies will likely be chasing you and following up. However, generally running around and dodging attacks is preferably to blocking altogther, since you still take damage while blocking.

      -Hold X and then press either L2 or R2 (depending on the hand) to reload ranged weapons.

      -Hold X and press left or right on the D-pad to discard equipped weapons.

      -R3 (click right stick) will lock on, and then to switch targets without unlocking, press up on the D-pad. You can also click R3 again, recenter the camera, and click to lock onto a new target.

      Generally, lock-on is best used when kiting a single target, and avoided when fighting groups.

      -In Throw Mode, press O to cancel out and put the item back in your pocket. Stand near a fire in throw mode and you'll get an X prompt to cook. You can also cook by throwing the (non-explosive) item at the fire, or just holding it out in throw mode and walking close enough to the fire. All beasts and mushrooms because more effective when grilled.

      -When sneaking up on an enemy from behind, or you have the high ground above one, you get contextual prompts for high-damage attacks.

      -L1 + R1 to taunt. This has no discernible effect.
  • Stamina
    The visible heart is your stamina meter. It goes from yellow to red to purple- at which point you'll stop and become vulnerable for a moment. Sprinting, attacking, and dodging drain it in ascending order.

  • Leveling Up
    Leveling up is performed by Mingo Head who reminds me of a sentinel from the Matrix, right at the base of the escalator to Ikegara. You can't level up in the tower, but instead spend your XP here once you return to the waiting room.

    Every point you put into a stat raises your level by one.

    Stats:
    HP :raises your hp
    STM : raises your stamina
    STR : raises your melee weapon/fist damage
    DEX : raises gun/ranged weapon damage
    VIT : Defense increase
    LUK : more critical chance and coins per kill

    After you kill your first hater (your tutorial character), I recommend turning around and immediately going back down the escalator into the waiting room. This unlocks several remaining features in the waiting room (Mingo Head, the healing/transfer fountain, fighter freezer) before you get any deeper into the tower. You can heal up and switch back to your original character if you prefer. Use the bank to transfer any items between characters you might have found.

    Following this, as you traverse the first floor and earn some XP, you may want to run back to the waiting room and actually spend some XP on some early levels to make clearing the first floor easier.

  • Weapon Mastery (and the Glory of Fists)
    You earn weapon mastery points for every killing blow you strike with that weapon. Unlocking higher mastery levels (up to 20) adds passive bonuses and even additional moves for some weapons. Unlike XP, items, weapons, armor and coins, this is carried between characters, so even if they have never touched that weapon they will have the bonuses.

    Since your fists:

    1) Are always available
    2) Have infinite durability in comparison to other weapons

    I recommend killing enemies with them as often as possible early on (remember, you only need to get the death blow with them to increase mastery), to get them up to mastery level 20. Fists also have a quick rage move with strong knockback that you can use multiple times. You can always count on your fists when you aren't sure what else is available to you.

  • Items and Durability
    You can find blueprints to be able to craft both weapons and armor in the shop in the waiting room. Once you have found a blueprint you can craft that item as much as you like, but only one at a time.

    As you use any weapon (besides your fists) it will decrease in durability. Different weapons decrease at different rates. At the shop, the remaining durability of an item does not change its sell value, so it makes sense to use items until they are low durability and then stash them to sell.

  • Enemy Friendly Fire
    Enemies can and will harm one another with their attacks. Far from slight incidental damage, they can seriously kick the crap out of each other if they have strong attacks or attack in wide arcs. Try baiting individual enemies in groups that seem to have wide swings and thin a crowd before using your own attacks, especially if you're low on durability at the outset of a battle.

  • Continuing After Death
    There are three ways to regain a Fighter upon death:
    • Use a Death Metal, the premium currency, to immediately revive as though you hadn't died.
    • Use Kill Coins to buy your Fighter back from the freezer, complete with all the items and coins the had upon death.
    • Return to the spot where the Fighter died and defeat them as a Hater, at which point they will be returned to your freezer at no charge- but without their collected items.

    In general, as tempting as it may be, you'll likely want to avoid using Death Metals for instant revive unless you're a particularly compelling moment- about to reach a new floor, having just collected a ton of valuable items, about to beat a boss, etc. Kill Coin prices to revive your Fighter are pretty reasonable and you can work on another character while making the journey back to the Haterfied version if you choose to do it that way.

    Before logging off, you must return to the waiting room or the game will treat your fighter as having died wherever you left it.

  • Haters
    Any player who dies leaves their Fighter as a Hater in the spot they died- and other players' characters may appear in that spot in your game. This means that even high level characters can appear on low floors, and may be in unpredictable spots, so stay alert.

    Haters are very aggressive, but they all seem to have the same AI- stay calm and keep them staggered, and you can "punch above your weight."

  • Obtaining Death Metals
    In addition to their function as "quarters" in the machine, you can expand your storage locker with Death Metals.

    Obviously, you can buy these from the cash shop for real money, which a deal on larger bulk purchases.

    You also get some as login bonuses. For your first 10 days playing, you will get packs of 4 on your 1st, 4th, and 7th day logging in (they don't need to be consecutive).
    PSX-Login-Bonus.png


    They are also available as rewards for some quests.


    It's not known quite yet how login bonuses will work following these first 10 days.

  • Rewards Box vs. Uncle Prime vs. Mail

    Quest rewards and login bonuses go to the rewards box, the cylindrical metal mailbox in the waiting room. These seem to arrive as soon as you log in, with a daily reset (unsure of time).

    Uncle Prime is a separate daily reward that comes in a shiny box on a cart at the bottom of the escalator to enter the tower. It contains a random login bonus in-game item(s) each day. After opening the box, this one has a 20-hour countdown timer until the next day's can be accessed. Uncle Prime pacakages can contain death metals.

    When you get the message "You've got mail," this is a message for you on the first tab of your Underworld Rolodex.

  • Hunger effects
    Your Fighter will experience some ill effects if you go to long without eating something- a reduction in your passive health regeneration and lower stamina. Don't go too long without chowing down even if your health is full.

If anyone notes anything inaccurate or incomplete in this info please let me know.
 

Tizoc

Member
Bad luck or poor resource management. I'm near floor 15 and have yet to lose a character. On floor one there's always a level 37 hater and even with a new character I can take em down with 4-6 hits. Make sure you level up equipment and weapons it makes a huge difference.
I only use collectors now. Having upgraded gear more than makes up for the stat difference between character types.... at least so far.

Remind me how to obtain collectors?
 

Skrams

Member
I wonder what happens when you reach the 30th floor? It's a F2P game so I don't really imagine it having an ending?

I'm only guessing here, but there's the collectible comics that reveal backstory for each boss. There seems to only be 4 whole comics so that might mean 40 whole floors? That is unless they patch some in later. Hell, for all we know this might be a thing where they have more done, but are holding it back as to dripfeed us for a few months or year to keep the game alive.
 

big_z

Member
Remind me how to obtain collectors?

they show up in your freezer after you pass a certain floor. (floor 3or 5 I think)


I'm only guessing here, but there's the collectible comics that reveal backstory for each boss. There seems to only be 4 whole comics so that might mean 40 whole floors? That is unless they patch some in later. Hell, for all we know this might be a thing where they have more done, but are holding it back as to dripfeed us for a few months or year to keep the game alive.

I was guessing 50 floors because there are 5 skill levels for quests quests.
 

Skrams

Member
As a result of this maintenance, please be aware that the Jackals will no longer appear in-game if you remain idle on a floor for too long. They will be re-implemented in a future update. Thank you for your understanding.

YOU WHAT NOW

oh shit cyberassassin got a shout out
Holy shit, yeah.

– 1 Death Metal and 12,000 Kill Coins for the unscheduled maintenance
– 1 Death Metal for cyberassassin24’s epic Twitch stream struggle against the Jackals. We will never forget Linda the Legendary Hero.

Fuck, PR teams and shit are getting so fucking good these days.
I was guessing 50 floors because there are 5 skill levels for quests quests.

Maybe? Jackals are considered a Level 5 Quest, but who knows. 50 does sound more even, so it's entirely possible. There's also the stamp road thing I need to take another look at to see how many it has set up.
 

Opto

Banned
They took away the jackals for now? Damn, they're the right kind of scary since they only kinda chase you. I'd rather that than everyone on floor 11 and above having machetes
 

AESplusF

Member
As a result of this maintenance, please be aware that the Jackals will no longer appear in-game if you remain idle on a floor for too long. They will be re-implemented in a future update. Thank you for your understanding.

Is this actually true? If it is it's honestly for the better, it's nice to be able to go through at your own pace.
 
As a result of this maintenance, please be aware that the Jackals will no longer appear in-game if you remain idle on a floor for too long. They will be re-implemented in a future update. Thank you for your understanding.
I understand they were going to be exploited, so removing them may be necessary, but that's a shame. The unseen, ever ticking clock for the threat of a jackal arriving was great tension for the harder floors, when you naturally want to slow down and be cautious.
 

big_z

Member
Maybe? Jackals are considered a Level 5 Quest, but who knows. 50 does sound more even, so it's entirely possible. There's also the stamp road thing I need to take another look at to see how many it has set up.

speaking of stamps are they only found in the main tower rooms aka the ones the elevator path runs through? I missed a bunch because I forgot they were a thing.
 
speaking of stamps are they only found in the main tower rooms aka the ones the elevator path runs through? I missed a bunch because I forgot they were a thing.
No, definitely found one in a side room.

It just occurred to me that this means some stamps might not be available in certain tower configurations. That might explain why I've been certain I've looked everywhere, yet still couldn't find the stamp machine.
 

Raxious

Member
considering the game is still not available in the Netherlands, can I download it from the US store and play it on my main account?
 

Lucent

Member
Yeah I might have to switch sides to represent. Seems like only a few places ever get in big fights in TDM. I picked Indiana since that's where I live and there hasn't been a big fight yet.
 

Skrams

Member
The Tower Map changing is getting to me a little. I really don't know if I like it since it just wipes progress. I would of been fine if they shuffled them around a bit, but still kept them the same room names/tiles maybe.

They took away the jackals for now? Damn, they're the right kind of scary since they only kinda chase you. I'd rather that than everyone on floor 11 and above having machetes
Yeah, real good fun to have one spawn and have to play a game of tag to get past them to the exit.
Is this actually true? If it is it's honestly for the better, it's nice to be able to go through at your own pace.
I enjoy when roguelikes have some sense of urgency to the floors as micromanaging everything on a floor can make them a lot easier than they feel like they should be. I know I would have that problem with early Binding of Isaac where I spent hell of a lot of time on each floor making sure everything was perfect before I went forward. A run could take me way longer than an hour to complete when that's not really the desire.
I understand they were going to be exploited, so removing them may be necessary, but that's a shame. The unseen, ever ticking clock for the threat of a jackal arriving was great tension for the harder floors, when you naturally want to slow down and be cautious.
Yeah, I really enjoyed the threat of thinking, jesus, I want to explore everything, but I need to do this a little quick in case jackals spawn. Events like a Jackal spawning right when I'm at the end of the level and him blocking the final road to the exit was a really fun experience for me. Especially when I accidentally ran, dropkicked the escalator, and then hammered X to take it down. I got in right as he got off an attack. Fucking so good.
speaking of stamps are they only found in the main tower rooms aka the ones the elevator path runs through? I missed a bunch because I forgot they were a thing.
Side Paths as well. You need to explore the side paths if you have any hope of getting all the stamps.
 
The Tower Map changing is getting to me a little. I really don't know if I like it since it just wipes progress. I would of been fine if they shuffled them around a bit, but still kept them the same room names/tiles maybe.
It doesn't wipe progress; when a particular configuration comes around again, it still has your exploration mapped out. Yesterday the tower went back to the original launch day map, so it seems like there might only be three or four layouts it cycles through.
 

Skrams

Member
He's so fucking closeeeeeee.
It doesn't wipe progress; when a particular configuration comes around again, it still has your exploration mapped out. Yesterday the tower went back to the original launch day map, so it seems like there might only be three or four layouts it cycles through.

Okay nevermind. The game is 10/10 again. I fucking love this game even more now. 11/10.
 
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