#I have not refunded this game
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also be careful about pointing people towards looking up spoilers as well, it's actually not necessary at all to complete rain world and some players prefer the blind, spoiler free experience 
yeah i can help you in your own thread about that
Current theories
Pollution
Hunter has magic cancer and will die if he(?) doesn't ascend in time
Questions
- What?
Theory two
The time limit has to do with Five Pebbles
Perhaps this takes place after Survivor and the Unfortunate Development spread further
Questions
- What could the Hunter possibly do about that?
Answer is likely something about the pearl or the neuron
I've noticed that this one has some sort of hologram that it produces when dropped
And it also doesn't change colour
So it could be some sort of message the same way the pearls are
And perhaps Five Pebbles basically sent me as a messenger
Questions
- Who did I get the message from?
Maybe the ruins of the west Iterator
Perhaps said iterator struggled with the infection too, but solved it somehow and FP sent me there to learn how
Another possibility
Maybe Five Pebbles wanted to know more about the ancients and this is actually a prequel
And the way FP knows Slugcats can ascend is because Hunter did it before Survivor
So FP sent Hunter to go scout that place out and I returned with the neuron (a way of recording perhaps? stored the knowledge as a hologram) and a pearl (maybe a message FP told me to carry around in case I meet another Iterator)
yeaa
i'd love to
You crossed through one to get to sky islands, no? 
Hunter is a challenge and a huge difficulty spike from surv but it is not impossible by any means, nor even necessarily the hardest campaign
Don't stress too much about commitment. Something we often recommend is to try hunter, see what you can learn in terms of the world, goals, strategies. And not worry about whether you'll make it to the end or not.
Then, when you have further experience and comfort in the future, you can revisit it to give it a serious shot
And l reiterate this, level design can't be that bad if it does have tailored solutions that you just haven't discovered yet

It is empirical in rainworld to step out of bubbles and try anything and everything that comes to mind. To deter enemies, to prolong a jump distance, so on so forth.
I've figured all that out
I need either a spear boost or a mushroom to pass the bridge
But what can I possibly do when the game decides to spawn an enemy right off-screen so I jump directly into its' mouth at mach fuck
Probably just gonna try Farm Arrays instead
if it's that unintuitive, surely there's another way
That and you can also have a try at Remix settings if offscreen enemies is too disruptive for you 
Slug Senses specifically
Though if you use music cues correctly you'll know there's a predator within the room miles in advance
I keep music quieted down usually
I thought that was a Downpour thing
Remix comes bundled with vanilla
Well there's the issue then 
Music is your first line of defense and you can't fault the game for that
Feels like a missed accessibility feature
For the hard of hearing there's a visual threat indicator as an alternative
Is that part of remix?
Other than that, willingly skimping on music in a game that's 50% about the music experience? A travesty 
Not a big OST enjoyer
Rain World uses music to convey theme and emotion quite well, but I can understand that
Many games do
True, but I can't get into how RW does it differently without it being a spoiler
Music just tends to distract me
Sound and audio cues will help you identifying what the threat is, but yeah you can have the visual indicator enabled if you so wish
The developer that designed all the rooms of the game is a musician and is the creator of the ost; they were definitely designed to go hand in hand! Redacting the music from the scenery is going through the game with one eye closed
However, if you feel it distracts you instead, it's understandable to want to prioritize gameplay over thematics
Out of curiosity, in what manner is it distracting?
Just a personal preference really
I do it with most games
I even play Minecraft with subtitles on
It just kinda draws your attention away from the game? I've not heard much about this from people so I'm pretty curious 
That I can understand
More like literally any in-game sound makes it harder for me to lock in
I see I see
I generally just don't like music as a background noise
The only time I listen to music is when it's the sole thing I'm doing (ie. when I'm travelling)
I would recommend slug senses then and also threat indicators in that case, slug senses will allow you to open your map and see the location of an creature and what that creature is 
That's unfortunate but well that's what the accessibility features are for 
So feel free to implement em
Gonna try doing that and then going through Farm Arrays instead
Since I'm not gonna deliver the pearl anyway
fr ive had times when i leave a room and just instantly go back bc "god dammit theres a bird here"
I have no idea how to pass this scavenger toll
Current strategy is waiting for something to distract them
But the vultures have been very keen on not coming recently
Decided to turn on Monk doors because lord knows I'm not keeping a high enough karma for this shit
Decided not to opt for the karmaless gates tho
Next shelter reached fucking finally
Wait VULTURES??
ohhh yeah you definitely need to have your volume up for this game
both in terms of being able to sense danger from the music and in terms of being able to hear noises from creatures offscreen
Also the game is usually pretty quiet when you're not in combat 
Are you playing on mute or just at low volume?
Varies
(this particular game does put a lot of effort into making the sound design feel immersive, you should at least try it)
A lot of games do
The developers hand-placed the random machinery noises in every single room 
And the game's sound designer, IIRC, said they joined specifically because they were following the project and then had a nightmare about the game releasing and sounding awful 
Also, like, vibes are a core component of the game's design philosopy, moreso than a lot of other games.
You'd be surprised
Because this is something I hear for literally every indie game I play
Fair I guess? But in this game it's almost prioritized above gameplay 
I feel like I'm not gonna make it to FP on time
Never mind I'm disabling gates
I'm only here for the plot anyway
That's not a great mindset to experience a game with
I'm playing a harder campaign in which I have to build up karma despite having a time limit so every death is 800x more punishing and I die 800x as often
Which is incentive to learn and develop greater combat and skills 
Don't feel like being thrown back to Farm Arrays
If they wanted me to learn they could've not placed me on a time limit and I'd be fine
If you decline engaging with the game what makes it different from resigning and reading the plot on the wiki?
May as well get your money's worth and play
I am playing
The option's there for a reason
I'm still the one doing the platforming and fighting, this way my required playtime just drops from 200 to 20
If experimenting under hunter's constraints is a stressor, what abt jumping into an easier campaign and learn via them, translating the knowledge to hunter once feeling ready (the actual intended approach to it)
Feels like an awful lot of time to spend not doing anything new just so I can do something new
IMHO
if you don't like how punishing the Hunter's campaign is, it's better to skip it than cheat it
Yeah many people come back to it near the end after doing the other vanillas and some/most of the downpour ones
the DLC campaigns aren't designed as "hard modes" like the Hunter is
you can just play those and come back to the Hunter later (when you have more practice)
Option's there for a reason
nothing wrong with that (that's what I did)
You'll inevitably grow more skilled via that and you'd be doing new stuff instead of growing bored
Not very keen on spending more money on the game when I have so much criticism about it
Option wasn't there until Downpour released and the game explicitly warns against using it 
ah, OK, fair
A lot of games have inbuilt cheats or creative modes 
And they're there for a reason
Remix is a mod, remember.
This isn't making me unkillable
I'm walking through the same areas and fighting the same enemies, I just don't have to reset every hour
It sorta is. Given how little death matters in this game otherwise-
Yeah you'd be removing the last remaining ingame consequence of death, ie "unkillable"
The last consequence is being thrown back to the previous shelter
yeah, but that usually doesn't really matter
unless you, like, have a really good cycle that you can't replicate
(moreso when exploring than when travelling through already-mapped areas, but then if you're travelling in already-mapped areas you're probably travelling pretty quickly so you can probably make it back quickly)
yeah
And suddenly I'm being punished for not immediately knowing how to get past an enemy
While fighting enemies I've never seen before
In areas I've gotten used to having less enemies in
Well, then, maybe you should be in the learning phase rather than the acting phase.
Do you know what happens at the end of the countdown 
You've got time to tackle and figure out those creatures and regions one at a time 
Not a clue
Either I die, FP dies or FP hates me
Or Moon dies
I say
spend a few cycles practicing hunting the new wildlife without moving to a new shelter
(or attempts of the same cycle, if you don't want to risk the countdown)
No one ever succeeds completion of hunter before the countdown on their first try anyway
well, true
it might also be a good idea to see what happens when the countown finishes
worst-case scenario you can reset the save file
At my current tempo I'll find out regardless
So one might say this is the learning phase
Accepting that this first run is "doomed" so to speak can help you worry less abt commitment and work with the fact that you got 19 freebie cycles to just screw around testing stuff 
And who knows, maybe the end of the countdown won't actually end up mattering 
Maybe hunter grows a third eye at the end
this removes any punishment for death (even in-cycle progress, if you don't plan to move to a new shelter anyways) and lets you focus on learning risk-free
the point is you aren't trying to tackle learning the campaign and beating the campaign at the same time, since, as you've pointed out, that's not really fair
I'm not trying to "beat" the campaign, I'm trying to experience the story
If I do that and deem that the campaign is fun enough to try to actually beat I'll do it
Rn all I care about is seeing the differences, fighting the enemies and doing what the game tells me to do
Remix is there to mend the game to your liking and so that's what I'm doing
Won't stop you. Just, know the risks, and know what you could try to make it easier legitimately 
And don't be afraid to fail the countdown on your first try of it.
Yeah it's important to mention that if you insist this much we WON'T force push you into changing your mind btw, because you are the player and in the end your free will and your way of enjoyment is priority
Just making sure you understand the perspective and the alternatives.
(Although, if anything, if you're "just playing for the story" I could argue you'll get a more accurate story experience by running out the countdown early in the campaign, since that's usually what happens to new players who aren't using cheats
)
The game does not mesh well for a mindset of instant gratification. But if you already have a troubled relationship with the game and this is your attempt to give it a bit more chance for you to keep playing it, then l guess that's whatever 
You're giving it a shot, and that's not bad at all
I feel like I'm gonna die to it either way cuz rn I'm mostly just sheltering whenever I can
My current plan is to just live long enough to get to FP and think of a route
I'm currently going the same way I did Hunter (Outskirts, Industrial Complex, Shaded Citadel)
I'm wondering if it's worth it to make a pit stop at LTTM and check what's up with her
Also, keep in mind that gates are the main thing requiring you to actually progress the countdown.
Depending on your route there's probably only going to be like 5-10 shelters between where you are and Five Pebbles, so you might find the countdown more or less slows to a halt if you only ever progress it by moving to a new shelter.
I spent quite a few cycles trying to get my karma up
So rn I'm at I believe cycle 7
ah OK
Assuming I stop at every one I should have just enough to get to LTTM and then FP
nah
Yup
Current thoughts on hunter
I really like the ambush enemies
They feel like one of the most well designed so far
I'm just saying without gates they might not necessarily get the first-time experience of running out the countdown before reaching the points of interest.
They punish for not paying attention/rushing, but they're easily counterable with a single spear

Does the countdown stop when I reach FP?
The upgraded Vultures are really really fun as well, I love their hooks, genuinely feels like an expanded upon version of the original
The alligators kind of piss me off because they're still just boring
Like they look cool and their bounces are cool but in the end it's still just "I move towards you and kill you if I get close"
The same thing I've seen with the flying blue ones
Would rather not say.
My point is just that finding out what happens when the countdown runs out is usually one of the first things that happens in a Hunter playthrough.
I see
I like the idea of needing to kill enemies and eat them
But this is NOT stated anywhere in the game
And I have no idea how anyone is supposed to figure it out when actually eating the enemy is so difficult
Like even when I kill them it takes a solid half a minute of trial and error to start eating
It's in the campaign description, and you get a pop-up tutorial at the start.
Because my slugcat would rather pick up and set down their spear over and over
I might be illiterate
Does it explicitly say you can eat them because I don't remember that
uh let me see if I can find said tutorial pop-up
You need to eat meat to sustain yourself
Grab your prey and hold the eat button to feed
Some small creatures can be eaten immediately
Larger prey needs to be incapacitated first
this is an issue I have with the game TBH
some really important tutorial pop-ups are missible
it's even more of an issue in the DLCs
So if the pop-up text bar shows up, pay close attention to it 
(As you've probably noticed, this game only resorts to pop-up tutorials when there truly is no other way to get the information. So they're all pretty important, and the fact that they only play once can become problematic.)
Apart from the tutorial the name The Hunter is pretty self explanatory as well as veggies only giving a miniscule amount of food 
I mean yeah
I think the reason the pop-up tutorial system is so bad is because the Survivor's campaign doesn't really use it for anything important
They should definitely be repeated if their corresponding action hasn't been performed for a cycle
and later updates' campaigns rely way more on it than it was designed for
Watcher actually does this for at least one tutorial, which is a good amendment
Oh really? interesante
I did not know that
worse, holding the map button speeds up all pop-ups
(which makes sense for the start-of-cycle one, since pop-ups also block opening the map)
but then if you were trying to look at the map when the pop-up opened it becomes much easier to miss
I've been looking at the downpour stuff and it looks very very interesting
heh
Mostly just spawn locations and unique mechanics
MSC is really story-focused, you might like it for that TBH
IMHO the gameplay suffers for it a little bit, though
I'm fine with that
And the story feels kinda fanfiction-y, since, uh, it is in fact fanfiction 
My favourite part of this game has been theorising and exploring
Some of the enemies are fun, others are insufferable
Mine is when the slugcat says "I'm the Rain World" and starts wetting everyone
Pause
I know for a fact you could've used a different word there but whatever
it also doesn't really have the attention to detail or vibes™ the vanilla game has
I've heard it described before as "Rain World: The Video Game" and I think that's pretty accurate 
What about Watcher
uh
more or less the complete opposite
Watcher is really weird and possibly even more artsy than vanilla Rain World
and it has a heavy focus on the gameplay, particularly the exploration component
Watcher recreates the sense of being dazed and confused in a big new world that playing vanilla for the first time did
Downpour is more like a traditional videogame
Both sound fun
The characters are somewhat more like Main Characters, the gameplay is somewhat more linear and goal oriented
Both formats have their fans and haters
I like em all though 
And yeah every slugcat across everywhere has its own story and goals, which fill in their own contributions to the lore on an overarching timeline 
Though canonicity does have to be noted. The three entities (vanilla dp watcher) are standalone
mostly because. fanfiction
MSC lore actually conflics with vanilla lore in a few ways
and it runs a little more on Rule of Cool
To be fair basegame is packed full of rule of cool
Well yeah. The Rain pretty explicitly runs on cartoon logic 
By devs' own admission
But, like, in ways that go against vanilla lore and its themes.
So take it with a grain of salt basically
vanilla Rain World lore is designed to hold up to being picked through thoroughly by the community
MSC lore is more just a cool story
I mean not really. The fanbase does this, but the devs have said they don't like the Rigorous Lore mentality
the actual plotholes aren't something you'll notice on a first playthrough, though, just nitpicks
As per their words rainworld is a template/ a setting, not a 'canon', so although things like the dlcs are definitely standalone universes, it's not something to scrutinize. They are welcome to many stories being told within this template and none is more legitimate than the other
true
but the vanilla campaigns are a lot more about discovering the setting itself, which is pretty firmly grounded
Depends on the definition of grounded, every now and then some details are just bs-ed into being 
Yeah, but not as much as in MSC 
(The game is named after its setting, after all.)
though, I don't count Rule of Cool as a lore issue if it's consistent about it
like, yeah, the Rain runs on cartoon logic, but that's just how the world works™
plotholes are only plotholes if there's a previously established plot to put a hole in
Maybe I'm reaching
But I could see the plot being symbolic criticism of modern performative religion
As in
Living life "like God would want" only on paper, following a set of rules but not truly believing in the core values
Well
This is kind of similar to my previous comments about the ancients and the scientists being similar
In the end they're both sort of trying to "speed up" the process of Ascension and breaking the cycle and none of them do
Because they don't truly believe in nor want to put in the work and values required for ascension
VERY strong analysis 
Your theories are cool 
Memory Crypts passed through, doesn't seem to be any different
I might be misremembering but Shaded Citadel seems even darker than before
Time for my old enemy, The Exterior
WHY IS THIS LIZARD SO FAST?
I just got cornered by fuckass ranged enemies that literally instakill.me
Is there a way to shake off the sand aga
Sandbags*
Gotta figure out a food source cuz I got to the next two shelters and didn't have enough food for either of them
All of the enemies are too dangerous to kill
The only ones I feasibly can are the lizards but I never have space or time for em
Finally reached the first shelter
Shelter 2 reached
Not a single long legs seen
New theory
Hunter has space cancer and transfers it to FP and this is a prequel
And at the end of the countdown I die to space cancer
of note: Underhang -> Five Pebbles is a max karma gate
so if you want the full experience™ you might wanna try going to the Wall
I see
A bit late unfortunately unless I can get to Wall from Underhang
I've literally never been there so I have no idea what to even expect
Side note: I found a wither storm so I guess I was erong
||you can||
you also need to know a bit of movement tech to actually reach the top of the Wall
(||throwing downwards||)
How does that work
Is it feasible to reach FP through Wall in one cycle
Cuz that's all I have rn
uh...
I mean, there's no karma requirments on the way there
so, yes
you can theoretically reach anywhere on the map in one cycle if you have the right level
I'd say Underhang -> Five Pebbles through the Wall route is doable in one cycle, just hard
hint: ||backflipping makes the slugcat get disoriented and forget which direction is the horizontal
||
I mean timewise
yeah that's what I mean
even with the Rain you can theoretically reach anywhere on the map in one cycle
and I think you have enough time if you go reasonably fast
You overestimate my skill
I can barely platform, let alone quickly
So that's what an echo is
What the fuck?
I sort of knew about them before but only a line or two and fairly detailless
Did not know they looked like this
Did you meet none in survivor?
At least one or two are easy to meet by accident in your path 
Once yes, twice not relaly
I've been hit by a two-week terraria phase
But I should mention
After FP confirmed my theory of Hunter having space cancer I looked up a video of him dying (don't want to sac this save just yet, I want to reach LTTM first and then reset for a regular playthrough) and it's uhhhh
Fucked up?
I was also unfortunately spoiled the ascension cutscene, don't remember when or where, probably either a YT thumbnail or something related to Monsoon
Not much actual meaningful info besides the fact that there's a green iterator who I assume sent Huntrr
So new theory is the green iterator heard FP had space cancer and hoped they could help Hunter
(judging by the fact Hunter is holding the only non-rainbow neuron I've seen so far)
I assume LTTM will tell me more but it'll be a while until then cuz I am playing Terraria and Deadlock
@narrow sail yo what yo name means :3
16 euro for downpour and watcher
I'm broke tho
Well not the issue really the issue is I'm too lazy to get a credit card so I have no convenient way to buy shit
Unlucky
I'll probably buy at least downpour
Playing Monk to pass the time while I procrastinate playing the rest of my library
I believe I've just absorbed a leftover afterimage of Survivor
Anyway I intend to just explore the areas I haven't yet (Drainage System and Wall) and maybe collect echoes and pearls while I go
Tho the latter is an afterthought and I still intend to just Google them
I'd recommend at least trying to collect pearls on your own before you look them up
That's what I'm doing rn
I'll pick up whatever I find
And those that I don't I'll look up
Cause I intend to search everything I haven't in my Survivor playthrough
That... would be unfortunate, considering there's still Downpour and Watcher (if you decide to buy them) to play and discover things, as well as Hunter, but it is your choice what you look up
I'm probably buying Downpour on the next major sale
And from what I heard about it I decided I'd rather focus on its' own story
Rather than try to piece together vanilla lore
Ah
Actually I don't know what's generally recommended...
But I, personally, would recommend waiting on looking things up
But I've also realized I'm a first playthrough purist, so take my words with a grain of salt I guess 
I've gotten this recommended a lot
It's just not my style of playing
Drainage System was an oddly fun area
It's so shocking how this game's water levels are the only ones that are fun to play
Wow
I'm gonna love Rivulet probably
I with DS had more weapons in it tho I was recycling the same two rocks the entire time
Can't kill shit either I probably shouldn't've gone for Monk
DJ TURN MY SHIT UP THIS THEME IS A BANGER
Entered Garbage Wastes immediately hit by worm muggers and leeches
This area gives me scavenger vibes
I forgot there are vultures here
Scavengers seem to fw me hard
Probably a part of the difficulty decrease
Not being pelted by enemies 24/7 has made me appreciate the level design just a tiny bit more
So I found Six Grains of Gravel
However
This was before FP
So they just dipped
And as far as I know I can't resummon them
I successfully managed to look up the dialogue without spoiling myself on any of the other echoes that's why I'm the goat
Unfortunately it doesn't provide me with any extra information on the lore of Rain World
Though I understand why, you're meant to get to them right after learning about the ancients
So it's just another hint at ascension
I'd love to interpret all these drawings between the Wall and FP but they seem to have heavy Buddhist inspiration and I'm not familiar enough with that
I do find it interest how their faces are usually what is covered by presumably either white paint or simple scratches and tears
Perhaps putting a focus on their actions and character rather than their name and legacy
Symbolically at least
In-lore it could be a way for the humans (or perhaps FP himself) to reject the ancients, as FP seems fairly condescending towards them
"silly dances and rituals"
I find the position of the city super interesting
It's so high up above the ground
But it seems older than the iterator structure
So it couldn't've been made with the rain in mind
Unless they put literally all of their resources into the structure and had to resort for nothing but stone for their own home
I mean it looks like normal concrete skyscrapers 
Many interesting theories here though

Yes but why
They're clearly more advanced than that
So it's either extremely old
Or simply a lack of care and/or resources
Plus, as mentioned, the location is weird
And I believe it implies the iterator structure came either before or during the city's construction
Because they knew about the rain and had to be above the clouds
I adore the Echo designs, they feel so otherworldly even moreso than the Weavers down in the depths
Also apparently I can literally passage into places I have not been to in this campaign
Which feels weird?
I did get spoiled that hunter doesn't actually get passages tho
And I suppose monk/survivor are close enough that it's not a problem if you passage to a location you've been to
Monk definitely feels a lot more chill than a survivor though I'm not sure if I'd say it's more fun
Monk is not a very exciting campaign
It largely exists as a survivor easymode
It and survivor are the only two campaigns that are so similar to each other
We've sent space probes outside the solar system and look at our apartment blocks 
True
Droplets has been found
Though the dialogue confuses me
I assume the part about the voices is in a literal sense referring to the ghosts that appear around the map
And in a metaphorical sense perhaps it's about legacy
But I don't get why that'd "feel familiar"
Needles has been found ✅


holy hell is that the creature from silky song
Oh god i cant even escape wraith in rainworld anymore!
yeah 
You WILL be point and click cc'd
I don't even remember what this mf said I forgot to analyse it
I think it was about fame or something?
I know I understood the point pretty easily
Downpour will be bought next time it's on sale probably
Four Needles under Plentiful Leaves
I once had! I was embalmed, adorned, readied for the journey.
So proud. There was jubilation! My name was sung, loud and clear.
Did they know? That I didn't quite leave, didn't quite stay?
Should I be ashamed? That I linger here, where my memories are kept?
Should I be ashamed that I now envy your flesh prison?```
Oh you got this one, too
Droplets upon Five Large Droplets
The buzzing in the air?
The endless chatter of a thousand thousand voices, long dead?
They are gone, and yet they speak. Neither here nor there.
Does that seem familiar? Yes, it is quite amusing for a being in my predicament!```
Yeah fame
I might give a theory later if I continue playing
I got gravel asw but they didn't have much
Much new that is
Mostly just confirming things FP told me
Six Grains of Gravel, Mountains Abound
Your attunement has become... much closer to ours.
The mark you received is an unimaginable gift.
The struggle, the cycles...
It can all fade, like a morning mist beneath the glory of the sun.
We found a way.```
For consistencies sake, that dialogue has been provided as well 
yesssss get MSC!!!
heh... get watcher...