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#pikmin fan enemy
funky-bird · 8 months
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PIKMIN FAN ENEMY: leafy Bulborb (and juvenile)
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your-local-grubdog · 1 year
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hello. look at my new bulbear species design. goodbye
YOOOO THIS IS SO COOL THO ACTUALLY
I wonder how it gets buried under there.... It must also have flaps in its mouth to seal its throat shut so it doesn't eat all that dirt. Maybe a funky looking nose so its nostrils can also surface so it can breathe? :0
So many possibilities, and so much fun! Thank you for sharing :D
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delightfulshrimp · 7 months
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The Oily Wraith
A member of the elusive Supernatura family formed from the forgotten waste in the unclean parts of the planet, the Oily Wraith is a mysterious and painfully lonely creature that stalks the group throughout most of this little sorta fanstory/concept thing.
it has many forms, the first one being it's default look.
the second picture is when it's swimming through the pollutated puddles that surround it. the third form is when it's agitated, and the last form is when it's chasing prey, which could be anything that it wants as a friend.
It's basically like the Plasma Wraith if it were made of ferrofluid/oil and just wants a hug despite being dangerous as hell.
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lazycowboy666 · 4 months
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hc for the vongola kids’ favorite video game genres / titles, pt 1 (nami trio); aiming for late 90s-mid 10s which is the general timeline for the series.
tsuna:
mixed PC and console, mostly console (PS2 or Game Cube). already canon that he likes rhythm games (which is so cute and kinda funny considering how uncoordinated he is), so he’s a big fan of Beatmania IIDX, Pop’n Music, osu!, Taiko no Tatsujin, etc. pretty good at them and they help calm his ADHD down. plays Katamari for similar stimulation reasons with the loud cheerful music and straightforward structure.
tried playing DDR and almost actually died. he avoids any footwork ones in the arcade; playing in public stresses him out in general so he usually will buy or rent games for home. Lambo got a Wii for his birthday and between the two of them, the controllers were lodged in the drywall by the end of the day after playing Wii Sports.
likes the Animal Crossing series because it’s cozy, doesn’t get too serious with in-game achievements but plays regularly. doesn’t time travel; got yelled at by Resetti once when he was younger and shut the game off on accident, he cried so hard he almost threw up. feels bad if he leaves his villagers alone too long. when he didn’t have friends growing up, he’d really look forward to in-game holidays and birthdays (sob). trying to collect the squirrels.
will play Smash with Lambo; that’s what helped them bond when Lambo first moved in. fighting games kinda stress him out so this is the most he’ll really play them. his main is Kirby, or Luigi because nobody picks Luigi. :( low to mid-tier.
also they play Minecraft together and are both pretty terrible at it but have fun. introduced it to Gokudera, Yamamoto, and Ryohei and they’ll play it with Lambo when either (or all) of them are babysitting him. Tsuna’s constantly on the death alert feed, usually dying from falling into lava. somehow slayed the Ender Dragon.
gokudera:
PC gamer trash, uses emulators because he can’t afford a console. loves difficult, convoluted RPGs and RTS (gag). does not like online lobbies. horror and sci-fi fanatic, especially survival-esque games that require puzzle-solving like Resident Evil, Silent Hill, and Bioshock. is one of those freaks who illegally downloads unsettling, semi-dangerous games (like Lostboy, Sad Satan, LSD: Dream Emulator) and plays them with HyperCam on because he’s convinced he’s going to see a ghost. has had to install like 5 firewalls and rebuild his PC once.
Demon’s Souls / Dark Souls loser. has a freakish knowledge of where everything is, including short-cuts and secrets. he focuses on magic and will discard and replace weapons without much thought. knows lore simply from the item descriptions. really strategic, memorizes enemy move sets, but will go the hard way because it’s fun. utterly deranged. it’s honestly pretty impressive but it kinda scares tsuna because how many hours did you put into this? how did you kill that boss so quickly? where is your armor, gokudera-kun—
he doesn’t like most FPS games because they can trigger his PTSD if they’re too realistic, but killing endless undead/demons/monsters scratches a weird itch for him so he can play DOOM, and L4D w/ his vongola friends eventually (he’s constantly reviving Tsuna). really likes Half Life and Portal because aliens and puzzles alongside bip-bip. will play Hotline Miami w/ Shittopi if only for the god-tier music but has to be really stoned with her, else he gets uncomfy w/ the content being so close to his old hitman lifestyle.
hates platformers with every fiber of his being. says they’re for children but really he’s so impatient he sucks at them. Yamamoto made him play Yoshi’s Island and he almost blacked out from sheer rage. only tolerates Pikmin because, again, aliens and puzzles. will play Smash under duress: mains Samus or Fox, mid-tier, loses to Yamamoto half the time. returns the favor in Mortal Kombat which he’s pretty decent at.
the only one who plays Minecraft outside group sessions. has started building late at night when his insomnia is bad; really likes the soothing music and will leave it on even when he’s not playing. makes replicas of structures from his favorite nerd media (currently working on the Enterprise).
yamamoto:
pure console lad, likes the Genesis, the Dreamcast, and the GameCube; his dad has a few older consoles that he’s also inherited. in similar hand-me-down style and true to canon, he owns a ridiculous number of late 90s/early 00s baseball video games. can play them for hours and gets really serious about them.
a Sonic stan. does enjoy some Mario Kart and Smash with the boys (mains Ness or Link, mid-high tier)—but he was a Sonic kid and really wanted Soap Shoes growing up. likes the OG 8-bit side-scrollers like Sonic Adventure 2 the most but his ADHD clings to super fast, timing-based shit like Sonic Heroes. also enjoys Rayman but gets stuck a lot.
weirdly good at Super Monkey Ball and knows how to short-cut in ways previously unknown to man. will launch himself across the level and win in less than 3 seconds. how? “idk just lucky i guess.” plays Baby.
has a few broken, shitty titles like Dark Castle, Pen Pen Trilcelon, Puyo Pop Fever. will make Gokudera play them just to infuriate him; this also applies to annoying platformers, it’s just funny to watch him rage quit. generally will troll Gokudera in video games to get a rise out of him, like dropping gravel on him or flooding his caves in Minecraft; never enough to actually ruin the game but enough to annoy him.
started playing Hitman as a joke but is spooky good at it despite not playing FPS/stealth games. “hey gokudera did you ever get to dress up as—” “for the last time, NO.” is generally pretty bad at games with a lot of details/strategy (other than baseball) because he starts tuning out. strong-arms Gokudera into tag-teaming hard puzzles and co-op games in general to build teamwork.
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fullmoonfireball · 5 months
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CONGRATULATIONS TO PIKMIN 3'S BEARDED AMPRAT FOR BEING CROWNED THE WINNER OF THE PIKMIN ENEMIES TOURNAMENT!
genuinely, I do not understand how this happened. despite all of the fan favourites in this tournament, the Bearded Amprat pulled through, even putting an end to the Breadbug sweep. great job, you token mammal, you.
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coolertheworm · 7 months
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(Fan-made Orange pikmin species)
The newly discovered Orange pikmin could prove valuable to your mission on PNF-404, but you'll want to be sure you know what you're doing before bringing a squad of them out in the field.
These pikmin are extremely strong, able to shred through enemies with their little claws and teeth, and carry sizable portions back home, but they are oh-so-tough to tame and manage!
It is imperative to have other pikmin types in your squad outnumber them, or they will begin to pick off your very own pikmin themselves! and be careful not to run out of other pikmin types... or they might just think about picking off YOU!
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Hi!!! I see you're a pikmin fan! What do you think of the new Glow Pikmin?
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GLOW PIKMIN FROM PIKMIN 4!
from @lunasilverpelt
(Omg no spoilers this time)
also yes I do enjoy pikmin
Design; 10/10 - ok so I already like pikmin a lot but!! THIS GUY!! ITS ASCENDED TO THE WEIRDCORE/ WEBCORE PLANE!! augh I love geometric things. Also the little ghost tail!! AND THEY CANT DIE!! perfect pet for me... if only there were real.
Purpose/Character; 9/10 - when they were explaining night missions to me while I was playing I was like "urrrrg f g hdjsjs" BUT THEN THEY SHOWED UP. I would like everyone who hasn't played/seen pikmin 4 yet to know that glow pikmin can flashbang enemies. Like full on ears ringing, "MY EYESS" type of shit. Also they can teleport!! Like!! ! They just have every cool ability!!! Grrrahahgagh I want to squish one until squeaks. I cannot verbally express how much I love this guy.
Overall - our son [PIKMIN] kind of glows
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dillybilly · 5 months
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Sorry. You’re not just getting art. You’re getting an infodump with it.
So. I am a massive slut fan when it comes to theming when it comes to outfit designs for stuff and adding details people probably won’t notice, so I wanna point this out because it’s like “no one is gonna just figure this out, but I wanna have people know.”
I based Santi and Bernard’s outfit colours off of the Bumbling Snitchbug and the Careening Dirigbug respectively. As they’re two flying enemies from Pikmin 2 that haven’t appeared in another game since and… y’know, they’re pilots.
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I thought it was neat, at least.
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molabuddy · 9 months
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hi buddy :] if u could design a new pikmin what would it look like? i am just curious
hrm !! i think there's definitely still worth in the concept of an orange "sticky" or "spiny" pikmin. one that can stick to certain surfaces, stick to enemies with an immunity to being shaken off + be amune to being blown away
maybe they could come with stuff like impassable gysers or fan hazards that blow away all other pikmin, or maybe a weight puzzle that only spiny pikmin can hold onto. its kind of been a fandom-wide pikmin concept for a while but i think it would be so fun :]
ive always thought the idea of black "shadow" pikmin would be cool too... since the night-only pikmin niche has been filled now, maybe shadow pikmin could have the trait of being un-detectable by enemies? maybe they're less. coporeal? than other pikmin, allowing them to pass impassable obstacles? idk. there'd have to be something weird and not biologically normal about them for sure
ALSO id love to see more mushmin of different kinds .... would be fun if there were bulbmin esque mushroom pikmin that can only be used deep underground or in certain areas ... just the idea of mushroom pikmin is so good but they've barely done anything w it ..
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overnightshipping · 9 months
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So I completed Pikmin 4 on Thursday with all treasures, all onions, and all castaways rescued. Basically everything except going back to platinum the Dandori challenges, which I probably don't care about but maybe someday. As promised, I have a lot of thoughts on Pikmin 4.
In some ways, Pikmin 4 is truly the Pikmin game that I have wanted since I originally got hooked on Pikmin and Pikmin 2 on the Gamecube. It is grand, expansive, and polished in a very Nintendo way. It brings back many fan favorite elements from the previous 3 numbered Pikmin games and expands upon them, adding its own unique twists and interesting concepts. It dives further into the society of weird little interplanetary explorers you play as than any previous game, expanding them across multiple planets (since apparently they sure do have a lot of planets). It was a very enjoyable experience and one that I don't find it difficult to recommend.
In other ways, it is a game that in making itself as marketable as possible has lost the charm of Pikmin. It is a game that feels at odds with itself, a game that loses some of the most potent elements that made Pikmin a compelling strategy game. I have seen at least one person liken it to a collectathon platformer moreso than a strategy game, and while I don't think that is completely accurate I think it clearly outlines one of Pikmin 4's biggest, most prevalent problems: the lack of strategy in a strategy game. It's a game that is terrified to punish the player, presumably in an overcompensation for the previous games not selling well and Nintendo thinking it was because they were too hard.
I don't want to make this a full on review, but let me see if I can make some sense of my thoughts under the cut. There will be full game spoilers, both for before and after the credits roll.
The first warning sign for Pikmin 4 was how slow, tedious, and long-lasting the introduction is. In previous games you had a single day of tutorial, giving you the ropes, and often had characters chime in for extra things you needed to learn afterwards, like what different Pikmin types did, but it was never so annoying as 4. 4 makes you go through multiple ingame days where the characters laboriously explain to you everything and admonish you if you try to go off on your own - the games point you directly at the first cave and if you don't go there IMMEDIATELY the game yells at you to do so. Thankfully after a few days it finally gets less overzealous, but damn was it a poor first impression.
Unfortunately, it only gets a bit less overzealous, because the characters do. Not. Shut. UP. In Pikmin 4 you have a crew of rescue explorers (who you save) who just are constantly chiming in from the peanut gallery. All the way into the very end of the game will characters remind you that you have Pikmin sprouts to pluck, or tell you to go attack the enemy's weakpoint, or whistle at Pikmin if they catch on fire, or say "aw man it's so sad we lost so many Pikmin, if only we could turn back time" not-so-subtly hinting at the game's (fine and appreciated for newer players) accessibility feature to rewind to certain points and undo mistakes. By the end of the adventure I wanted to strangle Collin in particular who is the worst offender.
The game chirps these "helpful tips" at you when you are doing the post-credits challenge mode that is explicitly the hardest part of the game! For fuck's sake! I know how the play the game by now!
This brings me to the game's accessibility options, which are much appreciated even if I wish they were less imposed on the player. You can rewind time to an extent if you need to undo things, and if you ever get lost you can get your dog to sniff up a path on where to go next. Now, I wish the game wasn't constantly telling me to use these features I didn't want to use, but I'm glad they are here. Pikmin 4 is definitely the most accessible Pikmin game and I think that is worthy of praise, even if I have some (okay maybe a lot of) gripes on how exactly they were implemented.
Speaking of the dog, I was skeptical about how it would be implemented but I largely really enjoyed Oatchi. He essentially takes the place of having a second captain and it works quite well. The big highlight is that Oatchi has different capabilities from your captain, which means you have to put some additional thought into which character you want where. This is at its best in the nighttime missions, where the captain is the only one who can use the Glow Pikmin's powerful glow bomb blast thing which is an extremely useful tool for dealing with the nastier enemies.
Unfortunately, Oatchi also kind of... is overpowered as hell. The main thing you will use Oatchi for is to carry Pikmin - when playing as Oatchi or riding him as a captain, your Pikmin will all cling to Oatchi's back instead of following behind in a group. This is extremely useful against bosses in particular, since it means you can dodge enemy attacks directly rather than having to manage the horde of Pikmin following you. Because a bunch of the bosses are ported over from Pikmin 1 and 2, this trivializes them in a not insignificant way. Man At Legs is a great example, as it is absolutely pathetically easy in Pikmin 4 since you don't even have to think about Pikmin management, just circle strafe with Oatchi while it's shooting and you'll never lose a Pikmin. This is not even taking into account how powerful Oatchi's charge and carrying abilities get when you upgrade them.
The best bosses in the game, unsurprisingly, are the two Pikmin 4 original bosses that feel actually designed with Oatchi's mobility in mind, the Groovy Long Legs and the final boss. These are also the only bosses that come close to the complexity and satisfaction of Pikmin 3's boss fights, since the game eschews boss encounters tied to going to new areas entirely, which is a damn shame since if it was going to take anything from 3 that would have been a great thing to take.
Speaking of things to take from 3 which I hate, the lock on. It sucks! I didn't like it much in Pikmin 3 but at least there there was still a bit of strategy in needing to aim after the lock on to hit enemies in particular weakpoints, and at least it was manually triggered. In Pikmin 4 you automatically lock your cursor to everything as you pass the cursor by it. This has two effects:
It can be quite annoying to try and get the cursor where you want it, and heaven help you if you want to aim at something which the game doesn't lock onto. For example, Skitter Leafs hide as leaves and then skitter when you approach, but you can instant kill them if you throw a Pikmin on top. Your lock on works when they are revealed, but when they are hiding it doesn't. This means that if you have killed a Skitter Leaf but there are others hiding nearby, you just can't even try to kill the ones that are hiding since your cursor will be locked onto the corpse your Pikmin can carry. This annoyance only happened a few times, but boy howdy is it annoying when it does crop up.
More importantly, it trivializes aiming at enemies. Throwing Pikmin in Pikmin 1 and 2 was a skill you could get better at - if you throw Pikmin near a Dwarf Bulborb, they would attack it, but if you threw a Pikmin directly on top of one they would kill it in one shot. This incentivized getting a feeling for the throwing arc of Pikmin and carefully lining up your shots to kill enemies quicker and safer. In Pikmin 4 you just... lock on automatically, and can throw a Pikmin and kill the Bulborb in one shot and go about your day. This wouldn't be so bad if so many enemies weren't ported over from Pikmin 1 and 2 directly - enemies like Shearwigs, Flint Beetles, and Breadbugs aren't balanced with the lock on in mind and as a result feel impotent. The only thing the game does to acknowledge this at all is make other Dwarf Bulborb types need two or three Pikmin to kill them, which... doesn't help much.
To swing back into things I like: the Pikmin types! The way Pikmin are introduced is reinvented and works really really well. You get Red Pikmin first with their Onion as normal, but after that you will find other colors of Pikmin in caves as wild Pikmin, or with the help of Candypop Buds, and integrate them into your team without having their Onion and thus being unable to grow their numbers manually. However, you can also find each color's Onion somewhere in the world, allowing you to raise as many as you want just like normal. This is really cool! It means that every Pikmin type (except Reds and arguably Yellows) gets a chance to be rare and important, really making you second guess how you approach things in case you lose out on those Pikmin that you might need for other things. This hit home for me when I was doing a cave with Blues and Ices, and was having trouble killing an Aristocrab. I finally killed it, but my Blue numbers had dwindled to the point that I couldn't carry a treasure out. That's cool! I love having to deal with the consequences of my actions. I ended up being put in a situation where I could keep charging forward into new areas and hope that I found more Blues or I could backtrack because I thought I had seen a Blue Onion in an area I was in before but couldn't get to it, but maybe I can now...
The one issue I have with how the Pikmin are given to the player is that the way means they aren't very well paced. Since it is essentially tied to whatever caves the player goes into, it is perfectly possible to get to the credits before even finding every Pikmin type - this happened to me, actually, as I got my first Winged Pikmin post-credits. It's a far fling from the careful metering out of the types in 1-3, but I think it largely works well outside of some pacing issues.
Speaking of pacing, this game really wants to be an open world in some ways, it's kind of silly. The areas are all bigger than normal and, as aforementioned, there aren't mandatory bossfights to get to the next area anymore. Your ability to explore is just tied to the Sparklium you collect, which has its pros and cons. Hell, Pikmin 4 even has a menu clearly riffing on the minimalist approach of BotW for some reason.
Luckily, this mostly works. The areas are great! The caves are also great! Everything feels really satisfying to explore, aided by the cool new feature to move your base to one of several predetermined areas on the map once you have found them (and usually killed an enemy on top of them). It's really fun to be able to take different approaches on each of the maps depending on where you plop down your ship and Onion.
Unfortunately, Pikmin 4 completely whiffs the "exploring a hostile alien planet" theme and tone. Every cave has a little "intro card" penned by Olimar explaining roughly what to expect in it, often spoiling the sense of discover when plunging in. New concepts are similarly explained - in previous games, Candypop Buds are shown to the player, the player is suggested that the Pikmin want to be thrown into them, and so the player tries and, in so doing, discovers what they do. In Pikmin 4, Candypop Buds are shown to the player, and the player gets a little explanation by Olimar and the other characters as to exactly what they do before the player has a chance to experiment. It's a subtle change, but when it applies to much of the game it really stands out.
The planet's hostility is a joke this time around. If you, like me, were a bit underwhelmed at how Pikmin 3 was easier than Pikmin and Pikmin 2, I have bad news: Pikmin 4 is even easier. I wouldn't even have that much of a problem with this if it weren't for one key thing that ruins it for me: enemies never respawn.
This is the single thing that bothers me most about Pikmin 4. In previous games, the choice to continue to explore a single area or go to a different one was one you made thoughtfully, because while your progress would be saved, over time enemies would respawn and you would have to deal with them again. Certain areas would even spawn harder enemies after enough time had passed, meaning that even in Pikmin 2 where there was no omnipresent day-based time limit to the game, there was still an incentive to go quickly - too long and that Snagret would be back, or a Sheargrub would chew up your bridge, or you would have to deal with a Beady Long Legs where one wasn't before.
Pikmin 4 takes this away entirely, which makes the game feel artificial in a way that the others didn't. Where once was a living, breathing world which actively continued on when you weren't looking now there is a bunch of video game levels where you can kill a Bulborb on day one and come back on day fifteen to pick up its corpse for Pikmin sprouts. It sucks, and is even worse in caves. When I went back to that cave from before where I needed to get a treasure but didn't have enough Blue Pikmin, I expected to at least need to fight that Aristrocrab again, to fight it smarter so I would still have Pikmin ready to carry the treasure. Instead it was still dead, its body still right where I had left it, and I just picked up the treasure with no obstacles in my way whatsoever. Where is the challenge, the satisfaction of holding your own against a hostile environment? Where is the friction? This change baffles me.
It's one thing to make a game easier to appeal to a wider audience, but it feels like another to me to make it so easy that you remove the satisfaction from actually besting its challenges. It would be one thing if this was an optional difficulty mode, or something, but Pikmin 4 has no such thing. And this is all on top of the copious ways that the game is made easier for the player optionally, such as the items that you can use to trivialize most enemy encounters.
The OTHER thing that I absolutely hate about Pikmin 4 is that it is a reboot for some reason. Despite being the fourth numbered entry in the series, and despite Nintendo seemingly going out of their way to port the rest of the series to Switch prior to 4's release, Pikmin 4 is a reboot, retelling Olimar's original trip to the Pikmin planet with a lot more shenanigans. I guess they did this because they wanted the whole dogs through-line to be more important to the Pikmin planet's history? It's a strange decision that didn't need to be made, and mostly serves to further make this feel like this is less a game for Pikmin fans and more a game desperately trying to appeal to everyone but.
This is a lot of text complaining about Pikmin 4, but I do want to emphasize that I really did enjoy the game. It might have beaten out Pikmin 3 for my third favorite in the franchise by its quality of content and enjoyable design. I just really truly wish it were more Pikmin and less anything but Pikmin. It feels like Pikmin has lost its character in favor of being a more generic Nintendo family friendly franchise for kids, and that's a shame.
Okay, final random comments, mostly nitpicks:
They brought Smoky Progg back which should really excite me but a loading screen tip spoiled it for me and it shows up so many times - not to mention when it does show up having nothing to do with its unique and fucked up "summoning" in Pikmin - that is dulls the impact for me. Makes me sad.
Puffstool is back but not Mushroom Pikmin??? This is baffling why even bother bringing back a fan favorite enemy if you don't bring back the reason why it was a fan favorite.
I alluded to this earlier but Groovy Long Legs fucking rules, I'm a little sad it didn't get an encore in the final boss rush dungeon. Definitely a highlight moment for me.
It's really silly that the Piklopedia entries basically only make sense if Pikmin 1-3 still happened despite the game obviously being a reboot lmfao. What the hell is a Beady Long Legs or a Ranging Bloyster, Olimar? I've never heard of these before they sound like they are from an alternate timeline or something.
I hate how many enemies just have a bigger version as a miniboss. It feels really unimaginative for Pikmin in a way that really bugs me.
Why did they remove the Pikmin dragging long enemies to the Onion from Pikmin 3, that was suitably macabre in a satisfying way. Carrying a curled up Snagret just isn't the same.
It's funny that they introduced this new baby Snagret enemy but then had like one Snagret outside of challenge rooms.
Purple and Whites finally got Onions and this made me very happy. :) It felt like a good reward for the challenge area. Speaking of the Onion I love it visually in this one, the colored segments look great.
It's very telling of the difficulty of this game in general that the hardest caves BY FAR are the final cave (as a lengthy boss rush thing) and the Waterwraith's cave they ported from Pikmin 2. Which wasn't even a late game cave in Pikmin 2 it was near the middle.
The three Pikmin types at a time felt too stifling to me, a limit makes sense but I feel like they could have made some cool puzzles around 4-5 types at a time. Also three at a time doesn't evenly divide into 100 which is obviously agonizing. Also I really hoped the final dungeon would go crazy and set me up to have every Pikmin type but nah.
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louis-pikman · 7 months
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Welcome to Turning Blogs into their favorite pikmin enemy Part 2!!!
for @random-pikmin-fan
Orang borb
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Now if you’d like to have a fanart here:
Let me know which one you’d like to be in comments
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Aight my turn to make one of those ‘which of these didn’t happen in media’ polls, so letsa go, but with a lil twist
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doomyte · 8 months
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Ok here are some of the Pikmin ideas I had for this new idea for a nighttime set of areas. Though unlike most of the other Pikmin designs themselves, I feel like I may have to explain some of these.
Lets start with the one that isn’t here, the Glow Pikmin. I imagine this would be your starting Pikmin, and you would collect the others as time goes on.
The next I imagine you get is the Skitter Pikmin. They are small Pikmin, superficially resembling White Pikmin, with pale bodies and smaller stature than the other variants. What sets them apart is that they have quick movements, can be thrown higher, and come in pairs when planted, but in turn they are weak and have a high chance of being killed when shaken off an enemy.
After that I imagine you’d find the Flutter Pikmin flying around a light source of some kind. They resemble Winged Pikmin, but are bigger with duller colors. They can be used to lift smaller enemies while alive, dropping them to deal damage, so they can only attack in relatively large numbers. When damaged as well as potentially loosing petals, they loose the dust on their wings making their flying speed limited for a short amount of time.
The Vanta Pikmin are my take on the universal constant of fan Pikmin, that being a Black Pikmin. Besides enemies that either have night vision or light based abilities, they are virtually invisible to all enemies. They are not particularly fast or strong, but they are good for avoiding bigger enemy notice while carrying items.
And finally, the Blotch Pikmin is my take on another popular variant of fan Pikmin designs, the Orange Pikmin. Instead of a purely matte color skin, it almost resembles a Piebald pattern in earth animals, with the base body of Orange with more brown/tan splotches over the body. It also has whiskers around its head for sensing danger, as well as a large body size and strength rivaling that of the Purple Pikmin of the daytime.
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Now onto the enemies, we have a lot to cover so strap in.
First is the Hoodbugs, a nocturnal relative of the Breadbugs. They have night vision, but only forage and don’t tend to bother with Captains or their Pikmin. If flashed with light, they will be stunned and potentially drop any treasure they have swallowed.
The Humpback Snagret appears relatively early for something so large, and isn’t beaten until later, but they can still deal massive blows to Pikmin stocks. They do not have night vision and are diurnal, but are woken up when they sense anything come into contact with their exposed feathery back.
Bulbecos and Dwarf Bulbecos are not related to Bulborbs or Breadbugs, as they are distinctly more reptilian. They are both related to each other however, being different live stages. They use their tongues to quickly snap up any prey close to their gaping maw. Its possible, like some Breadbugs relatives, they mimic Bulborbs, but being larger debunks this.
Teacup Flashogs are one of the only members of the Flashogs, related to the Blowhogs. They have large organs right in front of their eyes that they can use to flash their prey, which they then consume with their stretchy proboscis. Their flash can disorient Pikmin with large eyes as well as other enemies with night vision.
The Feathery and Flighty Squint Beetles are scuttling little arthropods similar to the Skittering Leaf Bugs, but are actually distantly related to the Flint Beetles. They don’t attack unless provoked and light scatters them but they will swarm any foodstuffs left unaccounted for, be it fallen Berries or fallen foes.
The Prang Seethid is a closer relative of the Squint Beetles. They are larger and more predatory as well as territorial, even attacking and eating others of its own species. When attacked, they stomp like an angry child having a tantrum, hence the name. The wings it’s relatives had have been all but plucked as the only remnants of their flying capability are two tiny wings at the back of its head.
The Sniffing and Shovel Nosed Phosbats are the adult and juvenile stages of the same animal, similar to the Vehemoth Phosbat and it’s young. They come out of the same Phosbat pods, but have very distinct lifestyles. The juvenile forms spend most of their time making chirping sounds, both helping their adult forms locate food for them, and letting said adults find and feed them. The aforementioned Adults spend their time at night hunting small prey for their young. They cannot fly, but can climb along walls and other surfaces to find prey.
Shaggy Amprats live in enclosed areas like burrows or caves, scavenging what food they can sniff out. They are effectively nocturnal Bearded Amprats, so they won’t pass up a Pikmin if they can catch them!
Shadow Antennae Beetles are large variants of the Antennae Beetles that can project their whistle mimicry to your location to attract enemies with good hearing. They won’t attack directly, and the only way to stop them from sabotaging your nights is to attract them with food and blind them as they have some of the best night vision of any enemy in the area.
Follower Spectralids cannot physically effect or inhibit Captains or Pikmin whatsoever. They are attracted by light and almost resemble Flutter Pikmin, following a Captain’s Glow Pikmin or flocking around the Glow Mounds.
The Hiding Dweevil is a large Dweevil that is similar to the Shadow Antennae Beetles and can only be attacked when lured out. Instead of being lured out with food, they require a large light source to come out of hiding. Also unlike the Shadow Antennae Beetles, they have no means of harming the Captain or Pikmin without coming close. When they do outside of being lured they are quick and cannot be stunned, dragging some Pikmin into the darkness to be consumed. If not dealt with, it could surely take out a whole army of Pikmin single handedly!
Hunchbacked Wollymanders float at the top of pitch black ponds, waiting for prey to fly overhead where they jump out of the water to snap up said prey. They can be baited out of the water with light, where they can be more easily dealt with.
Dire Wollymanders are a large variant of the Wollymander species, with a huge maw that can spring from the darkened depths of the black ponds and snap up any number of Pikmin in the blink of an eye. Once on land it’s a huge threat even still, being able to throw its body around to crush innumerable Pikmin. To be taken out, a Captain must plug all of its breathing holes that line its head and body, making use of a small Pikmin. Which ones I wonder?
And I think that will just about do it for now! If you have any input on anything let me know. I’d also like to know if you guys prefer shorter posts with more pictures or longer posts with more details like these.
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delightfulshrimp · 7 months
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Oily Makes A Friend
People really like The Oily Wraith so here's a little comic of them, showing an idea I had for it that it's able to sort of "revive" fallen creatures as "pollutated" versions of themselves via prolonged exposer to it.
Of course, this isn't really a good thing as it kinda messes up the ecosystem of PNF-404, as the pollutated creatures basically spread even MORE of the stuff everywhere, not that Oily is able to understand that as it keeps "making" more friends to curb it's loneliness.
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90smagicalgirl · 9 months
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Kirby Mass Attack for the Nintendo DS is one of the cutest Kirby game's I've ever played! I have yet to play Squeak Squad to compare, so as of now it's high on my list of cute factor for Kirby next to Super Star Saga on 3DS and Kirby and the Crystal shards for the Nintendo 64 (I'll make a post of this one soon ☆)(ゝω·)v
If you've ever played Hey! Pikmin for the Nintendo 3DS, the mechanics of the game work pretty similarly. You basically go through side scrolling levels collecting as many Kirbys as you can find and collecting each medal, occasionally finding hidden things in the levels. You fight enemies and tackle obstacles by throwing the Kirbys with your stylus at the obstacle or enemy to attack and interact with.
The more Kirbys you have through the game, the better your chance at finding secrets, finding all the medals and having a higher score. This can be tricky if you're not careful and let the enemies kill the Kirbys, which can pose some trouble as the further you play the higher number of Kirbys will be required to progress on the map. This is similar to any Super Mario Bros game where you collect coins in the levels to progress.
It is a game purely played with the Stylus, though that may be a turn off for traditional Kirby fans, give this game a chance! I personally have played a good number of Kirby games, the first ever being Kirby and the Crystal shards for the Nintendo 64 when I was a kid. Then I got back into Kirby years later on the 3DS and onwards since. I've been playing Kirby games I never got the chance to play and Kirby Mass Attack is one of the first ones on that list - and I like it very much! The chill gameplay you can pick up and put down anytime paired with the cute visuals and music really make for a cozy, cute game. I think it's worth a try if you're a Kirby fan too, just to experience something different (ノ´▽`)ノ♪
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go-go-devil · 7 months
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2,4,14 and 20 for the video game ask bestie :]
2) Top 5 games of all time.
Aaaarrrgggghhhh don't force me to narrow it down like that, bestie! There's so many great games that I love forever T_T
Well for this I'll just pick the first five that instantly come to mind: Shin Megami Tensei: Nocturne, Legend of Zelda: Majora's Mask, Pikmin 1, Hylics 1 & 2, and Okami
Dark Souls will definitely be on this list too. Only a little over halfway through and it's already one of the best games I've ever played 🔥🖤
4) Best game soundtrack (full album or single track)?
Katamari Damacy, no question. That game still has my absolute favorite synergy with music/gameplay of any game I've played, though I will say both it's sequel We Love Katamari and Undertale come the closest to reaching that level to me. Personally out of the three Damacy's got greater amount of my favorite songs though <3
14) Worst game you’ve ever played?
That's a really great question! I'll admit I've been pretty lucky when it came to avoiding godawful shovelware trash games as a kid, and any ones I willing play now via emulation don't count for me since I'm willing subjecting myself to them. For me a REAL worst game is one you play expecting a good time, only to be let down horribly
The winner in that regard is definitely the Finding Nemo tie-in game. I was a huge fan of the film when it came out, so I rented the game for a whole week expecting an experience that made me feel like a small fish in the open ocean, only to instead get an endless slog of the most boring gameplay ever designed. Literally just "pick up this object and place it over there" for the first several levels. It was so mind-numbing I just gave up and let the game disc waste away on my shelf before I could return it for another game.
A close runner-up though would be the time I actually tried to play the NES Ghosts n' Goblins on actual hardware at my cousin's house several years back. I'm no stranger to hard NES games, hell I even beat Castlevania 1 on the same NES I used to play this one, but fuck does Gn'G have some of the most needlessly bullshit design I've ever seen in a game of that era! I couldn't get past Level 3, but unlike w/ other hard games I didn't feel compelled to continue further. It's not hard because it's an 80's game, it's hard because the devs who ported it thought fast, awkward enemy patterns and cryptic item placement makes a game "good" -_-
20) A game that made you cry.
I remember one of the final cutscenes during the final boss of Okami made me cry. Spoilers below!
It's not that it was a "sad" scene per say, but after such a long journey meeting and helping out these characters I really grew to care for, seeing them all pray for Amaterasu to regain her full strength and defeat Yami, and then the music that started playing afterward... once that track started I just lost it. Tears were streaming down my eyes, and even with that I still had the determination to win the battle! It was the final push to make this game fall into one of my favorite pieces of art I've ever had the pleasure of experiencing :')
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