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I'm trying to defeat the first boss, some guy on stilts. He's mad at me for some unknown reason, and I'm locked into battle almost the instant I load my game.
It happens if you fail the trial. The task to open the colour veins in the mines, and collect all the colour from them (Uta gives the glyph that lets you suck the lympha from veins)
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I do get a loadout screen, but have no idea: what the colors do.
Basically, they do three things.
First, colour is your HP. The more you have in the hearts, the more damage you need to suffer in order yo die. But if your opponent can hardly damage you, it is not of much use to.
Second, colour modifies your characteristics. If you have a decent amount of lympha, it is useful to boost up important stats by placing corresponding colour in your hearts. For example, Azure gives you higher movement speed, Red increases the damage you deal, and Green decreases the damage you get when hit by an enemy.
Third, the colour you turned into Nerva, "processed" inside your body, fills yous Palette.
It is you "ammo" in battle. You may just draw lines over your enemy, but it is cheaper to use glyphs designed specifically for battle.
Stiltman is invincible unless he is "drinking" the lympha drop.
Rings at the corner of the screen show you the colour that deals double damage right now (look for the highlighted sector on the outer ring)
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How to tell when I am damaged.
You get a sound and an a very disturbing view blurring effect when you are damaged, and your lympha flies towards the enemy after this.
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Worse is that some game mechanics either dont work, or arnt explained/detailed in a meaningful way. Example, the donor glyph, I must have drawn this a 1000 times (literally), sometimes it works, sometimes it doesnt. In the FAQ the DEV says the demonstration video is not a good example! Well WTF? I've tried slow, fast, big, small, pausing here, slowing there, and just about everything I could think of, but there seems to be no real formula I could find, except that it must be perfect in some way I have no example of. It's ludicrous and frustrating.
Yes, I feel the demonstration is weird. And though some people say that it is precisely what one needs, I insist that the symbol I have drawn for the hint at the bottom of the screen is better. At least, it gives much better representation of one of the possible shapes (the game ended up having two basic shapes, the second one being more a fancy L than "alpha"), and in fact the variant that is the easiest to draw, especially quickly.
Watch this video, please:
http://www.youtube.com/watch?v=xNf5TYjgoNI .
In this video I draw primarily "my" variants. I began making alpha's in weird ways only towards the end of the video.
It is, actually, the easiest glyph, drawn by two straight mouse movements connected by a curve. First, straight line to the bottom-left, then after making an arc up, straight to the bottom-right. It is easily drawn within a second, unlike so many other symbols. If you could make a screenshot (F12) of how you do it, it would really help to indentify the source of your problem.
But what you must do is draw ALL glyphs big enough. Game thinks that any small doodle on the screen is not a glyph, but an attempt to hit something (see above about the combat).
Also, it is no use drawing slowly/fastly/in a certain order/with pauses. Game looks only at the picture you get. Draw it from one corner, or from another one, start in the middle, draw a tail, then draw this line backwards and draw the rest of the symbol... It doesn't matter at all. I mean, draw it the way you want it to. The result is what's important, right?