My regular channel: / carlsagan42 I stream at / carlsagan42 -- follow me if you want to know when I go live! Support me so I can keep doing this: / larlslab Twitter: / carl_sagan42
Also a note, the mine treasure puzzle usually gives you way more rupees, it's random so you got unlucky there with the low amounts. You can easily make several 100s.
Tips for Carl! 1: Never fight enemies from above them. This game is faithful to LttP's combat, and being above an enemy is always a disadvantage because of the collision math. 2: Never "buy" healing items in this game. Even if you need them. Your money is best saved for the bigger inventories. Armor points effectively 1.3x your health, making even smaller pools go way further. (The sodas that are like 20-40 are fine though, mostly because they almost always have 2-4 doses) 3: Agahnihm is bullshit. Get ready for that. 4: If you find the Rod of Hearts, that's a HUGE ticket to late floors. It defeats anything with less than 8 hearts instantly and gives you one less than the "current" health the enemy had, so use it as an opening attack to get the most hearts. It's also really cheap to recharge, less than the rupee rod and ice rod anyway. 5: The Magic Powder is abusable, but not foolproof. It's got delayed animation, which is hard to use in hectic rooms. Bombos is better, IMO. YMMV. 6: I love this game, and I've only been to floor 13 once. The heart rod carried hard.
Hey Carl, I heard about Ruby. I've been following you for years, and you and Ruby always put a smile on my face. I just so happen to be saying goodbye to my cat tomorrow. And I genuinely mean it when I say that your content makes grieving a little easier. I hope the games you play, the content you make and the amazing community you've created make your own journey of grieving a little easier too. Sending you lots of love, thank you for all the years and hope there's lots more to come. ❤
Throwing jars at regular enemies is very effective and powerful. I haven’t watched the entire episode, so sorry if Carl figures this out on his own lol
It really is kind of impressive how Link went from having an infinitely expanding inventory that's accessible god knows how, to having to take his shirt and gloves off and stuff them into a tiny bag in order to increase his attack and defense.
It seems like picking the heart as the starting item is definitely the best option since it's the only thing that matters throughout the entire run... Seeing how it's the only thing the final boss can't steal that from you.
So I just got to and beat the final boss for the first time today. First time ever reaching him and I beat him handily. I have some critiques on the game as a whole, most of which are positive but in this comment, I'll be focusing on the final boss. It's a fun fight (which will sound contradictory to what I'm about to write) but it isn't very challenging. If anything, I'd say he's a bit too easy and I suspect the fight will quickly lose it's charm on subsequent runs. I got to him with 12 hearts and I still had just shy of half of them when I won. I'm pretty sure now that I know what to expect, I can probably defeat him without taking damage. His patterns are are extremely simplistic so long as you stay on the opposite side of the arena, stay on the move running perpendicular to him and when he teleports to 6 o'clock or 12 o'clock, be prepared for his weird 'magnet' attack or prepare to toss some bombs. It's a relatively well done fight but I actually think the bouncy worms and sand worm bosses before him were more difficult, though you have your arsenal and healing items at your disposal. (sorry, I don't know the names of the bosses). He's also the only boss that, from what I could tell, did not have a phase 2. Strange. Okay, all that being said, even though I think the final fight is well done and was actually fairly fun (the first time), I think it's ultimately a letdown and a poor ending to an otherwise fantastic game. I really don't like that it makes the majority of your progress obsolete. Taking away all of your items before the big showdown is taking away what I consider is arguably one of, if not 'the' primary cornerstones of what makes roguelikes what they are. The fun of these games is on some runs, you're going to really struggle because the game refuses to give you the tools you need, making your journey very difficult and defeating the final boss extremely challenging. Then you'll have runs where the stars align and you have absolutely everything you need to destroy the world. I believe this game actually accomplishes that very well throughout your journey of the 12 floors. I mean, I can accept that this game, even when it's at it's most generous, will never allow you to achieve the stupid levels of god-like power some other roguelikes will, but you'll definitely still have your good runs where you're very powerful and your not so good runs where you're fighting for every inch from room to room. Unfortunately, all of that is thrown out the window as soon as you reach the final boss. The only metric that matters is how many heart containers you managed to collect before entering that final room. To me, it somewhat cheapens the experience at the end. Whether you got that perfect run with maxed out attack and defense or that terrible run where every room was a grueling battle, it won't matter. You'll still lose everything and fight the exact same fight. It really kind of felt like 'Phase 1' of what should have been the prelude to the final challenge, when you'd get it all back and you face down the last boss both hero and villain unleash their full power and potential. Cliche I know but at least it would make the journey leading up to the boss worthwhile. Unfortunately we instead get a pretty simplistic final fight where your character's build is 100% irrelevant.
Lost contact lenses - never found it, but the second thing he says is he lost it looking for desert treasure. There is a skeleton facing south, looking at a wall between two cactus. Bomb that wall for the treasure. And, rarely, you can push a block and get a chest. It feels like 1 block in the entire run. Also speedruns might be possible if you focused on heart containers, sword upgrades, and ignoring enemies. Sword upgrades only needed to fight bosses along the way. Heart containers look like the only thing you keep for the final boss, so they matter a lot. Use fire/ice orbs only for rooms you're forced to clear and the spike/bomb pendant seems insanely good. For Super Metroid they have a Map Randomizer that people can match seeds and play them and race against each other. Serious potential for that here too.
Enemies can drop keys so you can't just bypass them all. Plus enemies can drop all sorts of useful things that could be critical to winning a run. But at least for keys their positioning seems like it might be predictable so you could focus on specific rooms to clear out looking for one.
I've gotten on the discord for this game, and asked if they're going to try and add tapping to test the walls for bombable spots, they said it's coming. Not sure if that also includes the spin attack, but it's something.
This is really cool. And pretty risky, given how Nintendo's lawyers react to fan-made content, especially when they've got a new Zelda game coming out in a couple weeks and it has apparently already been leaked. Very risky time for a fan to publish a Zelda game of their own, and for streamers to show videos of it. It _shouldn't_ be risky, but they really go over the top with the strikes sometimes.
Yup, that's Neintendon't for you. Actually, most corporations will conduct "special military operations" (Puton style) on anyone who even remotely threatens their market share. 💪😎✌️ Rich gotta rich.
re: pokerogue comparison -- I think you can better adapt to the tricks on the Final Boss there by knowing what's going on, than something like this; knowing who the final boss is there, and having some amount of knowledge on pokemon, helps you figure out what you'll need to get to face him, and you're more likely to get destroyed *before* the boss for not having solutions to the smaller bosses (rival fights) along the way, than you are by him. Agahnim here is just the tried & true zelda formula at the end of the day: dodge the BS, hit once the boss shows weak spot (bombs to throw back at him in this case), repeat until fanfare.
For someone who never played the original Zelda games, you are doing a LOT better than the couple other people I've watched play this game that claim they played the game before. 🤣🤣🤣
I'm really enjoying this series so far. My only issue is that the music can get grating after a while. Any chance we can lower it in the mix? SFX are fine because they aren't nearly as repetitive.
i feel like this does not give u nearly enough inventory space even to start when your equipped items stay in the inventory. if sword n armor didnt count it'd be perfect
If you play this again, try letting enemies come to you and attack rather than going toward them. You get hit a lot because you run into the enemy when attacking and you could have stood still and attacked and kept some health.
@@CarlPlayin42 It wasn't hard to hear you at all, and the game seemed about right too. Instead of making the game nearly silent like a lot of streamers do, the game was actually audible here. I appreciated that.
@@CarlPlayin42 My vote is to lower it in the mix. It gets repetitive and then grating after nearly 4 hours... Does the game allow controlling the music volume independently from the SFX volume?