It's really quite remarkable watching you play this, purely for one reason: Your daggorbs seem to have some sort of mystical power that gravitates them toward the most useless space possible, no matter what you do with them. It's incredible.
An idea I have for this game: starting 'classes' with different special peg types and class-specific item sets. The base class is the Bomber. He gets bombs as his special peg, no surprise there. Next is the Healer. Special pegs heal for a decent amount, and certain items can cause damage equal to healing obtained (you can see how strong that would be). Items focus on stronger healing, bouncier orbs (to hit more pegs), and more peg refreshing. After that, the Geomancer, who focuses on Stone orb upgrades. His special pegs increase the damage of all stone orbs for the whole encounter, as well as acting like a super-crit (stacks with regular crit and multiplies damage by 2.5). Her items focus on converting other orbs into stone orbs, giving stone orbs more power and functionality, and even fusing another orb's effects onto a stone orb. Another cool class: the Darkling. Uses orbs that cause enemies to attack each other, stick in place, and even miss their strikes completely. Also, it has life steal and can gain some benefit from bad shots. Items focus on life steal, debuffing enemies, and changing your play style from 'hit the most pegs' to 'hit the least possible' or 'bounce on the walls as much as possible.' Last one I'll cook up is the Tinker. His special pegs create a spiky automaton who occupies the space in front of him, blocking enemy advancement and attacks. Melee attacks and attempts to move into the blocker's space deals very good damage, and it had a bomb effect when dying. Hitting another special peg while one automaton is active either creates a second or stacks the effects, making a super-robot. Items focus on making the automatons stronger, able to mirror your attacks, countering ranged damage...
What if, on top of each class having unique special pegs, instead of just starting with 3 stones you could 'swap' an orb with your 'starter orb' instead of skipping it (In the geomancer's case in this example, they could swap it with the stone or the oreb) It'd be a neat way to thin out the starting deck, and allow for some relics that upgrade or change the starter orb (so each class would have their own unique suffer the sling-esque item, and an event could happen that allows you to change your starter orb to a level 1 version of one in your deck, or level up the starter orb)
I've been thinking about starter sets or builds too. Maybe an elemental start that gives you infernorbs, ball lightnings, etc and an artefact related to start. A bomber build with bob-orbs and some bomb artefact. The stone starter that gives you stones and an orbelisk, a self-damage set that gives you nosforbatu, etc. Balancing might be difficult but these could give direction to each run that might make each run more consistently viable.
I hope it works similarly to StS where the classes have different starting orbs that would replace the daggorb and special pegs like maybe the bomber would start with a bomborb instead of a daggorb
YES YES YES! Enjoyed the run! Welcome to the world of Gift + Meteorite! The more you use this and the +2/+2 Relics and matroshka, the more you will realize how bad the other 5-6 boss relics are... Also welcome to healing orb or Nosforbatu being always a "must have 1" in all runs! I agree that they should not nerf the good things but to scale things better for act 2-3 better! I think the most important thing to do is adding more pegs in all the bad stages... Like A LOT more. Hope to see more broken boss relics runs!
The trick for the Minotaur level is to use one shot to knock out the topmost block on one side of the slide, and the peg right next to it on the inside. You can aim a shot right in between them, it hits both the peg and the block and bounces off to the other side. Then on the next ball, you can get a ball to slide smoothly down the rest of the slide.
Oh that's interesting, rubber orb seems to work not as a hard counter to fading pegs but it makes any peg it rubberized immune from the phase. Wonder if that applies to the blinking pegs of the Castle as well. Also I really like the layout of that level with the blackholes at the top with black holes as they're currently implemented from what it looked like, even if there's something about them that looks off to me on most of the blackhole layouts.
A lot of time I'm noticing you don't give much thought to the first bounce of your shot. Especially on the minotaur level. You hit a center peg top right or left and that is just going to make it sail to the far left or right where there are little pegs. For that level specifically I'd be aiming far left or right off a peg so it slow bounces into the center.
having played the demo alot it doesnt really matter what u do it almost always bounces out to the sides even if u aim it in because of how it is positioned
You should pay more attention to how your first bounce will play out. Also the lightning orb is gets better once upgraded once because it hits 2 pegs at once. Also I just enjoy watching play.
A couple problems I notice is you tend to take shots that go between 2 pegs and you also shoot too low towards the bottom of the board. Wedging your ball between 2 pegs causes a weird bounce and a loss of momentum early you shouldn't go for. And shooting too low is kinda obvious in why it's a bad idea. Usually times you shoot low you do low damage even if you are going for a bomb take the long way down.
I played a round last night where i got the items that give +2 reset pegs, +2 crit pegs, resets crit, crits reset, gift the keeps giving, the glove that makes bombs spawn every 30 hits, electropegnet, and the 1.3x dmg per crit. Final boss, my first orb was a lvl 3 poltorbguist...wound up doing over 7.6 million dmg to all targets with that one throw I would have taken electropegnet instead of knietic metoerite on that 2nd forest boss fight
I think the biggest design flaw is level design. The beginning levels especially are almost harder because they aren't designed to allow your ball to travel much.. the pegs are spaced so far away
wanders first win, cool run too. it might just be the game but this run didn't really seem to have the energy of some of the "ascend bullshit mountain" runs, still really fun to watch
Don't lightning orbs only deal damage to the targeted enemy? He could just target the healer, right? Or, am i just forgetting an item he picked up or something?
pockedwatch, gift, magnet and bomb orb was so op before they fixed the magnet... i had runs were i killed the last boss with one attack of uncountable bombs
I looked it up for you: A doozy is something outstanding or unique of its kind. "it's gonna be a doozy of a black eye" Now, I was gonna tell you it can be used in both positive and negative contexts (which may be why you and I had so much trouble figuring out what it means.) Internet says this about it: "Doozy" is often used to mean "troublesome" or "problematic," but it can also be used with a positive meaning. It means "extraordinary." It's probably an alteration of the "daisy" flower, and started in 18th-century England as a slang word. Hope that's helpful
I always get upset when one of the streamers I watch gets an ad deal, and none of the others do. I suppose the others could have declined it, but still.
In my opinion you just passed up one of the best items in the game, magmatism, literally just a better pull to all bombs and refreshes and can possibly have an infinite run if done right, lost content in my opinion.
That seems... dumb. Reload when your remaining orbs aren't going to help, discard when the board is bad for orbs. If you can't crit with daggorb, discard, if daggorb is next and there's an easy crit, discard. If matryoskorb is next, hit a refresh, if it's next and the board is fresh, discard
Speedrunning this game seems like a complete joke: massive amounts of RNG, no particularly good strategies to save time and a 'good' shot can use up a lot of time.
It's really quite remarkable watching you play this, purely for one reason: Your daggorbs seem to have some sort of mystical power that gravitates them toward the most useless space possible, no matter what you do with them. It's incredible.
Also the crits are appearing literally in the worst spots
That daggorb trickshot at the start was truly something spectacular
i noticed this from other guys not only him, thats creepy maybe its cursed XD
Wander: daggorb is kinda useless.
Also wander: 1:07:22
Im splitting my sides laughing. Please make a short of this stage!
Daggorb be like: I don't care who's there they are dying.
Daggorb be like "I am become Death, Destroyer of Worlds"
An idea I have for this game: starting 'classes' with different special peg types and class-specific item sets.
The base class is the Bomber. He gets bombs as his special peg, no surprise there.
Next is the Healer. Special pegs heal for a decent amount, and certain items can cause damage equal to healing obtained (you can see how strong that would be). Items focus on stronger healing, bouncier orbs (to hit more pegs), and more peg refreshing.
After that, the Geomancer, who focuses on Stone orb upgrades. His special pegs increase the damage of all stone orbs for the whole encounter, as well as acting like a super-crit (stacks with regular crit and multiplies damage by 2.5). Her items focus on converting other orbs into stone orbs, giving stone orbs more power and functionality, and even fusing another orb's effects onto a stone orb.
Another cool class: the Darkling. Uses orbs that cause enemies to attack each other, stick in place, and even miss their strikes completely. Also, it has life steal and can gain some benefit from bad shots. Items focus on life steal, debuffing enemies, and changing your play style from 'hit the most pegs' to 'hit the least possible' or 'bounce on the walls as much as possible.'
Last one I'll cook up is the Tinker. His special pegs create a spiky automaton who occupies the space in front of him, blocking enemy advancement and attacks. Melee attacks and attempts to move into the blocker's space deals very good damage, and it had a bomb effect when dying. Hitting another special peg while one automaton is active either creates a second or stacks the effects, making a super-robot. Items focus on making the automatons stronger, able to mirror your attacks, countering ranged damage...
Classes are actually in the pipeline for development we don't have any information on how they'll work
What if, on top of each class having unique special pegs, instead of just starting with 3 stones you could 'swap' an orb with your 'starter orb' instead of skipping it (In the geomancer's case in this example, they could swap it with the stone or the oreb)
It'd be a neat way to thin out the starting deck, and allow for some relics that upgrade or change the starter orb (so each class would have their own unique suffer the sling-esque item, and an event could happen that allows you to change your starter orb to a level 1 version of one in your deck, or level up the starter orb)
I've been thinking about starter sets or builds too. Maybe an elemental start that gives you infernorbs, ball lightnings, etc and an artefact related to start. A bomber build with bob-orbs and some bomb artefact. The stone starter that gives you stones and an orbelisk, a self-damage set that gives you nosforbatu, etc. Balancing might be difficult but these could give direction to each run that might make each run more consistently viable.
I hope it works similarly to StS where the classes have different starting orbs that would replace the daggorb and special pegs like maybe the bomber would start with a bomborb instead of a daggorb
YES YES YES!
Enjoyed the run!
Welcome to the world of Gift + Meteorite!
The more you use this and the +2/+2 Relics and matroshka, the more you will realize how bad the other 5-6 boss relics are...
Also welcome to healing orb or Nosforbatu being always a "must have 1" in all runs!
I agree that they should not nerf the good things but to scale things better for act 2-3 better!
I think the most important thing to do is adding more pegs in all the bad stages...
Like A LOT more.
Hope to see more broken boss relics runs!
The trick for the Minotaur level is to use one shot to knock out the topmost block on one side of the slide, and the peg right next to it on the inside. You can aim a shot right in between them, it hits both the peg and the block and bounces off to the other side. Then on the next ball, you can get a ball to slide smoothly down the rest of the slide.
Oh that's interesting, rubber orb seems to work not as a hard counter to fading pegs but it makes any peg it rubberized immune from the phase. Wonder if that applies to the blinking pegs of the Castle as well.
Also I really like the layout of that level with the blackholes at the top with black holes as they're currently implemented from what it looked like, even if there's something about them that looks off to me on most of the blackhole layouts.
A lot of time I'm noticing you don't give much thought to the first bounce of your shot. Especially on the minotaur level. You hit a center peg top right or left and that is just going to make it sail to the far left or right where there are little pegs. For that level specifically I'd be aiming far left or right off a peg so it slow bounces into the center.
having played the demo alot it doesnt really matter what u do it almost always bounces out to the sides even if u aim it in because of how it is positioned
that last boss is such a cool concept!
like you have 2 cubes that attack, 1 that heals, and 1 that buffs
You should pay more attention to how your first bounce will play out. Also the lightning orb is gets better once upgraded once because it hits 2 pegs at once. Also I just enjoy watching play.
"I am unstoppable!"
First 10 minutes: deals less than 20 damage almost every shot xD
A couple problems I notice is you tend to take shots that go between 2 pegs and you also shoot too low towards the bottom of the board. Wedging your ball between 2 pegs causes a weird bounce and a loss of momentum early you shouldn't go for. And shooting too low is kinda obvious in why it's a bad idea. Usually times you shoot low you do low damage even if you are going for a bomb take the long way down.
44:00 wall dude sure is vibing
I played a round last night where i got the items that give +2 reset pegs, +2 crit pegs, resets crit, crits reset, gift the keeps giving, the glove that makes bombs spawn every 30 hits, electropegnet, and the 1.3x dmg per crit. Final boss, my first orb was a lvl 3 poltorbguist...wound up doing over 7.6 million dmg to all targets with that one throw
I would have taken electropegnet instead of knietic metoerite on that 2nd forest boss fight
that dagorb towards the end was absolutely brilliant XD
So hype, congrats on beating Peglin!!👏
44:38 you did 1500 damage from the bombs alone! thats 30 bomb!!!
I think the biggest design flaw is level design. The beginning levels especially are almost harder because they aren't designed to allow your ball to travel much.. the pegs are spaced so far away
Okay, the invisible stage was actually an amusing gimmick stage.
Daggorb be like EXTERMINATE.
The ring of indignation is really good for a thorns build. Get alot of healing and enemies just kill theirself on you
i love the boss levels that naturally spawn bombs
First turn and Wander just instantly commits pachinko, hoo boy this is gonna be good.
Btw only physical type orbs deal double damage to the mirrors, for instance the electrorb deals half
44:32 absolutely beautiful
this game looks pretty cool. takes the simple concept of peggle and makes an RPG out of it!
wanders first win, cool run too. it might just be the game but this run didn't really seem to have the energy of some of the "ascend bullshit mountain" runs, still really fun to watch
Something noticed though, Elemental orbs are immune to the blackholes gravity pull.
The Knife if you use it with the credit does a lot of damage
Don't lightning orbs only deal damage to the targeted enemy? He could just target the healer, right? Or, am i just forgetting an item he picked up or something?
I don't know what it is about this game, but every time I see the notification pop up I click it *immediately!* Great content! ❤️
I've played the demo a few times and won everytime, it's too easy. Def going to buy the full game
I mean, with your high healing sapper sack wouldve been potentially great.
Aaaayyyyy Peglin, looking good.
For the level with the 4 black holes that killed you previously it would be nice if the outer layer of pegs was already durable witouh the gift
pockedwatch, gift, magnet and bomb orb was so op before they fixed the magnet... i had runs were i killed the last boss with one attack of uncountable bombs
1:07:27 Absolute satisfaction xD
Congrats.
Ball lightning when upgraded to lvl 2 it above it gets chain lightning against the peg
there should be a artifact that gives +0.5 damage bonus for every extra crit you hit :)
There is one that gives a 1.3X multiplier for hitting extra crits
I’d rather the peg board design to not be horrible than reference the current battle
i want to see a run where wander just leans in hard on daggorbs.
I need the item that makes every subsequent crit increase my damage by 30%. If I can get that, a pure Daggorb run would be wild.
So, at 44:41, you ended up dealing 1400 damage, throwing out 28 bombs in one turn.
Does anyone knows if Wanderbots has a twitch channle
Yup. Links in the description.
1:07:27 *_Y E E T ! ! !_*
can someone tell me what a doosy is?
(i am neither american nor a native speaker)
i heard it so many times but can't really figure it out
I looked it up for you:
A doozy is something outstanding or unique of its kind.
"it's gonna be a doozy of a black eye"
Now, I was gonna tell you it can be used in both positive and negative contexts (which may be why you and I had so much trouble figuring out what it means.) Internet says this about it:
"Doozy" is often used to mean "troublesome" or "problematic," but it can also be used with a positive meaning. It means "extraordinary." It's probably an alteration of the "daisy" flower, and started in 18th-century England as a slang word.
Hope that's helpful
Lookin good 👍
Looks like Peggle Deluxe.
Its funny how you forget that your orbs deal damage sometimes!
Egg.
I always get upset when one of the streamers I watch gets an ad deal, and none of the others do. I suppose the others could have declined it, but still.
1:03:41 that’s cursed
Don't like zone 3 but the final boss is great
the thing about the "knife" orb is you have to crit
Is this free?
In my opinion you just passed up one of the best items in the game, magmatism, literally just a better pull to all bombs and refreshes and can possibly have an infinite run if done right, lost content in my opinion.
dude just hit the reload when you have half or less orbs xD plssssssssssssss
That seems... dumb. Reload when your remaining orbs aren't going to help, discard when the board is bad for orbs. If you can't crit with daggorb, discard, if daggorb is next and there's an easy crit, discard. If matryoskorb is next, hit a refresh, if it's next and the board is fresh, discard
I won first try
Speedrunning this game seems like a complete joke: massive amounts of RNG, no particularly good strategies to save time and a 'good' shot can use up a lot of time.
As I watch this series more I've come to realize wander had some terrible timing 🤣
i stand by norfurobotu it works amazingly