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This article is about the fundamental gameplay in Indie Pogo.
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This article is about the gameplay in Indie Pogo.
   
 
== Movement ==
 
== Movement ==
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After Dodging, the Pogo Attack hitbox gets bigger but thinner. This lasts after the character touches the ground two times, and is present when jump after touching the ground a first time.
 
After Dodging, the Pogo Attack hitbox gets bigger but thinner. This lasts after the character touches the ground two times, and is present when jump after touching the ground a first time.
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<gallery>
 
<gallery>
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</gallery>
 
</gallery>
   
=== <u>Parkour Leap</u> ===
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=== <u>Rolling Leap</u> ===
There are several ways you can attack using parkour. A '''rolling leap''' is performed when jumping out of a roll. When entering on contact with a foe, it does '''2 damage.''' Jump button can be held to keep the momentum and the hitbox active. A '''walljump''' works similarly as the rolling leap, but is slower and is performed on a wall.
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'''Rolling leap''' is performed when jumping out of a roll. When entering on contact with a foe, it does '''2 damage.''' Jump button can be held to keep the momentum and the hitbox active.
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=== <u>Walljump</u> ===
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'''Walljump''' works similarly as the rolling leap, but is slower and is performed on a wall.
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=== <u>Grabs and Throws</u> ===
 
=== <u>Grabs and Throws</u> ===
 
'''Grabs''' are performed by pressing the parkour button in mid-air and aiming in a direction, or by pogoing on an opponent's head and pressing the parkour button. When grabbing, a player can press either dodge, parkour or attack to '''throw''' the opponent in any direction. Holding a button will charge the throw, increasing its knockback. Throw knockback distance scales depending on the victim's HP. If a victim collides with a surface after being thrown, they will take '''2 to 6 damage''' depending on the charge and throw velocity.
 
'''Grabs''' are performed by pressing the parkour button in mid-air and aiming in a direction, or by pogoing on an opponent's head and pressing the parkour button. When grabbing, a player can press either dodge, parkour or attack to '''throw''' the opponent in any direction. Holding a button will charge the throw, increasing its knockback. Throw knockback distance scales depending on the victim's HP. If a victim collides with a surface after being thrown, they will take '''2 to 6 damage''' depending on the charge and throw velocity.
   
Victims of grabs can free themselves early by mashing the melee and special buttons. The higher the victim's HP, the easier it'll be to break free. Additionally, throws can be teched with proper timing, nullifying any damage that the victim would have taken.
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Victims of grabs can free themselves early by mashing inputs. The higher the victim's HP, the easier it'll be to break free. Additionally, throws can be teched with proper timing, nullifying any damage that the victim would have taken.
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=== <u>Other Attacks</u> ===
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=== <u>Other attacks</u> ===
 
''Main article:'' [[Fighters]]
 
''Main article:'' [[Fighters]]
   
Every character can perform '''melee & special attacks''' using the relevant attack button and a directional input, in the air or on the ground.
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Every character can perform '''attacks''' using the attack button and a directional input, in the air or on the ground.
   
 
'''Melees:''' Quick, close-range attacks that are well suited for close-range combat and combos. Every fighter possesses the following Melees:
 
'''Melees:''' Quick, close-range attacks that are well suited for close-range combat and combos. Every fighter possesses the following Melees:
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'''SUPER''': A unique super attack, performed with its dedicated button. All SUPERs require five '''Gems''' to be activated. 
 
'''SUPER''': A unique super attack, performed with its dedicated button. All SUPERs require five '''Gems''' to be activated. 
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=== <u>Pogo Combo and Gems</u> ===
 
=== <u>Pogo Combo and Gems</u> ===
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*'''[[Bullet Kin]]: '''Using the Right Stick on controllers, Bullet Kin is able to aim their selected Gun a full 360 degrees around them. Bullet Kin also has a dedicated Fire button (set to Right Trigger by default) to fire a shot from their current Gun. In addition to this, Bullet Kin also has the '''Active Reload''' Passive. When out of ammo, Bullet Kin will scurry along the ground as a reload sequence plays. By lining up the two indicators using the Fire button, Bullet Kin earns a shorter reload time, and a damage buff on his next clip. If timed incorrectly, the reload time will increase. Lastly, Bullet Kin has the '''Dodge Roll''' move from ''Enter The Gungeon ''in place of his regular Roll. This technique grants Bullet Kin slight invulnerability and only travels a short distance, dealing minimal damage and knockback.
 
*'''[[Bullet Kin]]: '''Using the Right Stick on controllers, Bullet Kin is able to aim their selected Gun a full 360 degrees around them. Bullet Kin also has a dedicated Fire button (set to Right Trigger by default) to fire a shot from their current Gun. In addition to this, Bullet Kin also has the '''Active Reload''' Passive. When out of ammo, Bullet Kin will scurry along the ground as a reload sequence plays. By lining up the two indicators using the Fire button, Bullet Kin earns a shorter reload time, and a damage buff on his next clip. If timed incorrectly, the reload time will increase. Lastly, Bullet Kin has the '''Dodge Roll''' move from ''Enter The Gungeon ''in place of his regular Roll. This technique grants Bullet Kin slight invulnerability and only travels a short distance, dealing minimal damage and knockback.
*[[CommanderVideo|'''CommanderVideo''']]''':''' After performing a Pogo Combo of 3 or more, he activates the '''Rainbow Trail''' Passive, which slightly buffs the damage of his Specials. Holding up spawns an orange '''Beat Paddle''' above him that deflects projectiles.
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*[[CommanderVideo|'''CommanderVideo''']]: After performing a Pogo Combo of 3 or more, he activates the '''Rainbow Trail''' Passive, which slightly buffs the damage of his Specials. Holding up spawns an orange '''Beat Paddle''' above him that deflects projectiles.
 
*'''[[Diogenes]]:''' By holding down, Diogenes retreats into his cauldron. This technique, known as '''Pot Nap''', allows Diogenes to nullify all incoming damage taken. Pot Nap cannot nullify damage from SUPERs or Throws. Due to his weight class, Diogenes' Pogo attack deals '''4 damage''' instead of 3.
 
*'''[[Diogenes]]:''' By holding down, Diogenes retreats into his cauldron. This technique, known as '''Pot Nap''', allows Diogenes to nullify all incoming damage taken. Pot Nap cannot nullify damage from SUPERs or Throws. Due to his weight class, Diogenes' Pogo attack deals '''4 damage''' instead of 3.
 
*'''[[Fishy]]''': Due to their weight class, Fishy's Pogo attack deals '''4 damage''' instead of 3.
 
*'''[[Fishy]]''': Due to their weight class, Fishy's Pogo attack deals '''4 damage''' instead of 3.
 
*'''[[Jack]]''': Jack can slow his descent with a '''Hover''' by holding the Jump button.
 
*'''[[Jack]]''': Jack can slow his descent with a '''Hover''' by holding the Jump button.
 
*'''[[Shovel Knight]]''': By holding down, he can use his titular '''Shovel Drop''' attack to bounce off the ground or foes.
 
*'''[[Shovel Knight]]''': By holding down, he can use his titular '''Shovel Drop''' attack to bounce off the ground or foes.
*'''[[Viridian]]''': Their air jump inverts their gravity, allowing them to travel upwards as long as the player is holding the jump button. If he lands on a ceiling this way he can parkour stance and roll on it.
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*'''[[Viridian]]''': Their air jump inverts their gravity, allowing them to travel upwards as long as the player is holding the jump button.
 
*'''[[Welltaro]]''': His air jump allows him to fire up to 8 bullets out of his Gunboots for extra hang time, slowing his descent, or dealing damage. After performing a Pogo Combo of 2 or more, he activates the '''Gem High''' Passive, which slightly buffs the damage of his Specials.
 
*'''[[Welltaro]]''': His air jump allows him to fire up to 8 bullets out of his Gunboots for extra hang time, slowing his descent, or dealing damage. After performing a Pogo Combo of 2 or more, he activates the '''Gem High''' Passive, which slightly buffs the damage of his Specials.
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== Advanced techniques ==
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=== <u>Quick Jump</u> ===
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A '''Quick Jump''', or Squat-cancelling, is performed when landing on the ground. Inputting jump during the Jumpsquat animation will cancel the Jumpsquat, allowing characters to jump faster. This technique doesn't consume the air jump. This technique is helpful for characters with long Jumpsquat animation, such as Fishy. Quick Jump is universal and works with every character.
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=== <u>Teching</u> ===
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After taking a hit and being in knockback or tumbling animation, instead of falling flat on the ground, the parkour button can be pressed right before hitting the ground to '''instantly get in standing position''' and recovering from a fall. This technique is hard because the window to input the parkour button is very small.
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=== <u>Quick Roll</u> ===
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Pressing the parkour button while holding either side when landing on the ground '''bypasses the crouch''' animation, allowing the character to instantly roll.
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=== <u>Wall Climbing</u> ===
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By dodging diagonally upwards towards a wall, Wall Sliding, then Walljumping (repeat this cycle), players can infinitely travel upwards to scale vertical walls and surfaces. This cycle is crucial for survival on Stages with low bottom blast zones or walls that travel all the way down, such as Canabalt Skyline, INK, and Retro Zone. It is a great recovery option if a player has expended all of their character's recovery tools.
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=== <u>Rolldancing</u> ===
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'''Rolldancing''' is a technique that lets the player crouch or roll immediately after ending a roll on the ground. To do this, a player has to first cancel their landing with a Quick Roll. After this, releasing the parkour button and immediately pressing it again will let the player crouch, and the player can roll again or do any other actions possible out of crouch. A player can usually only roll twice when rolldancing. However, this technique can be extended by rolling off a platform and landing on another one.
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=== <u>Dodgerolling</u> ===
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'''Dodgerolling''' allows players to dodge into the ground and then start rolling almost immediately. To do it, the player must dodge into the ground, wait for a very short number of frames after touching the ground and then try to roll. This bypasses the jumpsquat and crouching animations in the same way in which a '''Quick Roll''' does, allowing players to dodge into the ground instead of falling all the way so players can get into a roll faster.
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=== <u>Dodgedancing</u> ===
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'''Dodgedancing''' allows players to roll in one direction, turn around very quickly and start rolling in the other direction. '''Dodgedancing''' is faster than '''Rolldancing''' when turning around and also lets players turn around multiple times per roll, whereas '''Rolldancing''' only allows players to turn around once, or twice if they fall off a platform after starting their roll. '''Dodgedancing '''is performed by doing a rolling leap, dodging into the ground, waiting a few frames after touching the ground and then trying to roll in the opposite direction, however the player can choose to keep rolling in the same direction after '''Dodgedancing''' as well.
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== Augments ==
 
== Augments ==
''Main article:'' [[Augments]]
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TBA
   
Augments were added as part of the Heavy Metal Update. They can be applied to fighters to change various properties about their movement or attacks. Up to 3 augments can be equipped at once, with some augments allowing the player to equip them several times.
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== Gallery ==
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<gallery>
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Indie Pogo 7 07 2018 11 30 53 AM.png|The Shopkeeper talking about Quick Jumping
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Squish-0.png|Trevor Lowe talking about Quick Jumping and Teching
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Squat.png|FunPak and VCosmoz "discovering" Quick Jumping
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query_rolldance.PNG| ¿Query? discovering Rolldancing
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</gallery>
   
 
== Trivia ==
 
== Trivia ==
 
* Earning Gems when landing on the ground after a combo is a mechanic taken straight from ''Downwell''. In Indie Pogo, [[Welltaro]]'s Super was Gem High, a mode that also activates when collecting Gems in ''Downwell''.
 
* Earning Gems when landing on the ground after a combo is a mechanic taken straight from ''Downwell''. In Indie Pogo, [[Welltaro]]'s Super was Gem High, a mode that also activates when collecting Gems in ''Downwell''.
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* Quick Rolling is the result of an early implementation of the Rolling mechanic. When it was first implemented, rolling was either based on timing (with the window of the Quick Roll) or a set-distance roll if initiated while in Standing position. Rolling was then changed to be non-stop no matter what, but the timing-based roll still exists and thus results into the Quick Rolling technique.
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* Quick Jumping was thought to be discovered by players, but [[Trevor Lowe]] talked about it prior to this "discovery". This technique is also taught by the Shopkeeper.
 
* When the hazards are turned on, [[Bouncy Castle]] replicates the Quick Jump automatically each time a character lands on the ground.
 
* When the hazards are turned on, [[Bouncy Castle]] replicates the Quick Jump automatically each time a character lands on the ground.
 
* The dodge mechanic is inspired by the dodge in ''Jack the Reaper'', where the user spins and becomes invulnerable.
 
* The dodge mechanic is inspired by the dodge in ''Jack the Reaper'', where the user spins and becomes invulnerable.
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