@@Goose-VerseI personally pick green drill because if you hit a boss it can shreds them and splash blood everywhere to refuel faster then you get damaged
v2 watching from a distance as v1 holds his finger up like the nerd emoji meme for 2 hours straight, just to not buy anything and shoot coins at literal deities
For the lore: A music vinyl was sent to hell through the sentient terminals, the process took so long they abandoned it, but the terminals started playing the vinyls but only the instrumentals.
However, whenever a terminal was left alone, the workers would hear it playing the regular version. The workers would joke that the terminals were "too shy to sing"
me in the ultrakill demo trying to go on "cybergrind" and "enemies" section because I P% every level, did every challenge, every secret mission, and got every secret soul orb:
Earthmovers were the pinnacle of the arms race. Often called the horsemen of the apocalypse, it took only one to level an entire city and leave nothing but fire in its wake. The last era of the Final War had begun. The first machines large enough to house a shield generator, these walking fortresses could only be made vulnerable from within, making them the frontline for smaller, more mobile machines. Due to their colossal size, they required both blood and solar power to function. When the final era escalated, cleansing the world with fire, the surviving civilians were forced to evacuate and build new homes on the backs of these machines, as the surface became an inhospitable wasteland where no flora or fauna could flourish. Eventually the soot, smoke and decay from unending global war would blot out the sun, casting the world into the Long Night, and Earthmovers, unable to feed on sunlight, shut down and died out one by one. War had become entirely dependent on them, large scale conflict was no longer feasible. Finally, mankind started to work together to reverse the effects of the Long Night climate catastrophe, and so began the New Peace. 200 years of war for its own sake ended not with a bang, but utter silence. At the brink of despair, the planet would slowly learn to breathe once more, and the corpses of these titans would serve as a stark reminder of just how close mankind was to an apocalypse by their own hand. STRATEGY: - Each part of the security system is immobile, making them very vulnerable to attacks that would otherwise easily miss, such as Freeze Frame rockets. - Some of the gaps in the main computer room's defense grid are too high up for a normal jump, but the elevated edges of the room can be used to get higher. More adept movers may instead jump immediately after a ground slam to gain enough height.
That one smell that hits you so hard it unlocks one of your perfect memories from your childhood but only for a few seconds then you realize how terrible life now is.
@@jadioplays42069 if its digital, then it might (If the developer abandons it, or any download links become defunct, or whatever copyright law strikes it down, the list is endless really.)
As the Greed layer's punishment, Stalkers have been forced to carry heavy boulders up the monuments of mankind's greed for all eternity. They have carried out their punishment for so long that their bodies have evolved, warped and grown to better suit it. Their limbs have twisted to give them better balance while carrying boulders on their backs and their skin and muscles have completely dried up, allowing them to survive direct contact with the dunes of gold dust that Greed's sun has raised to unfathomably high temperatures. However, an unidentified sentient force has replaced the boulders they would normally carry with high tech bombs that, upon detonation, will transform any nearby blood into the gold dust "sand" that covers the layer's surface. Research has shown the technology to be very similar to the augmentations of the modified Strays known as Soldiers, so it is likely both modifications come from the same source. STRATEGY: - The lights on the canister give information on a Stalker's state. The color shows the state of their explosive and the brightness of the color shows how much health the Stalker has left. - It's advisable to forcibly detonate a Stalker rather than allowing one to detonate itself, as the latter explosion will have a larger area of effect. - If a Stalker gets close to its target and can no longer be pushed away, a ground slam wave can launch them out of range so they can be detonated safely in mid-air, since the explosion is mostly horizontal. - Attaching magnets to a Stalker will reduce the radius of its detonation.
The reason why we never hear the lyrics is because V1 is a machine, people have said they heared the lyrics but only when there wasnt any recording software nearby
Played the demo, and after finishing what felt like the most intense bullet hell gaming session I had, I was hit with the "Thank you for playing" screen paired with this music. That was like 50% of the reason why I immediately bought the full game.
Not gonna lie, this scared me the first time I listened to it. Walking down a spine while this plays is just pretty scary to be honest It’s a good thing I got right back into Ultrakilling when I saw the funny trapezoid
It's actually a separate song that plays during the P-1 intro, it has the same leitmotif as the start of cold winds and in the presence of a king and the original song that hakita used for the P-1 intro is called Sourire d'Avril Damn I really like yapping about ultrakill lmao
Built in the early days of the Final War, the Guttermen were one of the first successful experiments in using blood as a fuel source, as well as the first automatons to be deployed in wide-scale conflict. During the War's first phase, an era of trench warfare, these seemingly unstoppable walls were airdropped into enemy trenches, which they would then slowly and systematically clear out as all opposing soldiers would have to choose between being minced by the Gutterman, or running out of the trench and getting mowed down by machine gun fire. Researchers had not yet found a way to keep blood inside the machine fresh, so a live fuel source was strapped inside, kept alive by minimal life support, before the Guttermen were welded shut. Although publically these fuel sources were claimed to be volunteer patriots, most were deserters, battle-fatigued returnees or prisoners of war. Forces from far beyond took notice of the cruelty man was capable of, and the suffering of these human blood supplies served as an inspiration for the creation of Mannequins. STRATEGY: - The shield is a Gutterman's main defense. Destroying it with the Knuckleblaster or a Landmine will cause them to take increased damage. - Although slow at first, their tracking will improve the longer they maintain line of sight. It's best not to stay out in the open for too long. - Once the shield has been broken, the Gutterman's punches can be parried, which resets their tracking. - A Gutterman's corpse can be ground slammed to cause a large explosion that damages surrounding enemies and launches the attacker high in the air.
Its original form is unrecognisable after years of scavenging scrap and rebuilding itself, but among scrapheads, the Swordsmachine is quite famous due to its combat prowess and selfmade[sic] form, ugly to most but beautiful to enthusiasts, spawning many copycats. It wields a selfmade sword with a motor on it that, when revved, will heat the blade, cutting through most organic matter with ease. Due to its possessive hoarding behavior, it's one of the few machines still capable of vocalization -- an ability most have discarded for more efficient resource management. STRATEGY: - Despite its excellent performance against Hell's denizens, its design does not take into account extremely mobile opponents, so the best way to avoid its blade is to jump out of its vertical range. - Its motorized sword makes for predictable attacks, making the Swordsmachine an excellent target for parrying. - Although its use of ranged weapons is primitive at best, its sword throws can be unexpectedly accurate thanks to its mastery of the weapon.
I just can't play this music anymore without widely smiling like an idiot, picturing in my head a dozen frying pans pummeling an Australian man. It has simultaneously ruined and greatly improved this track for me.
Ferrymen are rare husks whose powerful bodies, trained skills and blind faith have granted them the chance of becoming the transporters of souls between the layers of Hell. They have each been given a holy cloth by Heaven as a symbol of their devotion to God's order, which they wear over their bodies to hide the human form that they've grown to despise as a reminder of their sins in life stopping them from becoming angels, to the extent that they have torn off their own skin and flesh, leaving behind only bones. Due to the holy power emanating from the cloth, Ferrymen's skeletal bodies have slowly been colored bright and radiant, and their skulls have enough latent energy to open gates that otherwise stop Husks from exiting their places of torment. Each ferry can only have one Ferryman at a time, so when a new Ferryman is formed, it will fight another to the death in order to take their place and inherit their cloth. The loser's skull is taken as a trophy and used to grant the winner passage across the layers in order to transport the souls of the damned to their destinations. Ferrymen will often use the knowledge from their past life to improve their ferries, growing past the need for oars, which are now used by Ferrymen only as weapons. As the influx of souls has ended with the death of mankind, the Ferrymen have lost their purpose and now wander around aimlessly, hoping that the angels would grant them passage into Heaven, despite Gabriel being the only one who cares about their efforts. STRATEGY: - Ferrymen choose their attacks based on their opponent's actions. When approached, they move to safety, and when retreated from, they'll apply pressure via attacks with greater reach. - Despite its looks, their uppercut is quite dangerous and can be difficult to dodge. It's best not to stay in the air for too long. - Some of their attacks are parryable and some are not. Pay attention to the color of their warning flash to learn which are which. - Ferrymen may attempt to cross a retreating opponent up by rolling behind them before attacking. Keep track of their position and if they roll too often, try being more aggressive.
edit: I'm stupid it's just the shop song okay I can already tell the comments contain spoilers but I just heard this song somewhere in the internet after I started to play ultrakill. Cant wait to experience it for the first time WITHOUT SPOILING THE ENTIRE PLOT.
Fun tips for my immahinary ultrakill roblox fan game Fun fact: all music credits goes to Heaven Pierce Her and Hakita! Tip of the day: bored of normal shot-pistol?, you can always buy 2 variations like marksman and charger! Fun fact: all voice lines are made by me! ( Actually i just have dose in head ok? ) Fun fact: K-1 Actually voiced by youtuber Exector! ( K-1 is like p-1 but in my style + maybe ill actually used he's voice for k-1 but yea ) Tip of the day: nailgun useless under water, but coins of marksman are buffed with slower going down! Fun fact: you can play russian roulette with enemies in sandbox! Tip of the day: you can parry handless, yes really you can parry that piece of studs witn no hands Tip of the day: pray to hakita. Tip of the day: be safe! :3 Fun fact: uhh ig thats it, its all i made, you dont care i just made those for fun
@@saltyyyyyyyyyyyyy I know that Take Care is just classic jazz and that's why it sounds like Cuphead, but still... it has those old effects in the background