
You can’t really just shoot Katana-enemies if you have a pistol, since they can destroy your bullets. They do have a cooldown on deflection, so you should throw more stuff at them to make sure they drop their weapon. If used by the enemy, the Pipe, Bat and Katana can deflect things. re also recognizes this as a melee weapon, as it lets you CHARGE with it. The enemy cannot spawn with a knife, but they can pick them up. However, they cannot deflect bullets that are below their knees. If used by the enemy, they can deflect bullets (not nails) and throwables. Katana’s are pretty fun, because they don’t break. If used by the enemy, they will not deflect anything. If used by the enemy, they can’t deflect anything. The enemy can’t deflect katana/knife-type or shuriken-type throwables with this. If used by the enemy, they can deflect OR break any breakable throwable before it hits them. After using all your shotgun shots, if you left click with it, you turn it around and it turns into a melee-weapon. Breakable Melee WeaponsĪll breakable melee weapons are non-lethal throwables. In this section I’m going to talk about melee weapons that you and/or the enemy can pick up.Įvery melee weapon used by you can deflect bullets (but their durabillity takes a hit) and turn into a breakable throwable after 3 hits. They can block everything, except if you shoot/throw into the gap(s). A red dude can be running behind cover, but due to the horizontal distortion you might think he’s not, and shoot the cover (which isn’t effective).īoth visual “glitches” can accur at the same time.

These are more obtrusive due to the fact that they move cover. They work the same as vertical-distortions but horizontal. Sometimes the glitch is barely noticable (like in office). The closer you get to a horizontal layer, the less vertical the surrounding area to that horizontal layer is. Red dudes are not affected by the visual glitch, their position is accurate. This visual “glitch” only influences the stage and the white parts of a concrete enemy. The game can “”glitch”” out and make everything vertical too vertical. They explode into bullets, which can hurt you and the enemy. The faster the beeping, the closer you are. You can hear them by their (annoying) beeping. These red “mushrooms” (I like to call them mines) explode when you get too close to them or when they take any type of damage (bullet, throwable, punch). There does not have to be a change to a stage, at the first few nodes, there aren’t a lot of these. There are currently three types of changes that can be made to a stage. This can be purely visual or actually interactable. Stage hazardsīecause the game likes changing things up, there are also changes to certain stages. There cannot be a concrete-mushroom enemy. There cannot be a concrete-enemy with a red weapon. They can be killed the exact same way as a red dude. Every weapon they pick up will merge with their bodies, and cannot be removed, even with (lethal) force. They can be killed exactly the same way as a red dude.


They do not trigger instantly if the host has been killed with a punch or a blunt object, they will then trigger after the host has fallen to the ground. The bullets seem to go into the directions the spikes are going, but it’s safer to take cover than to assume. Their bodies seem to have been infused with bullets, that will fire immediately after their host has been killed. That weakpoint behaves exactly the same as a red dude. Luckily the concrete-enemies have a red weakpoint. They can, however, be stunned by bullets, dart-type throwables, knife/katana-type throwables and shuriken-type throwables. White dudes cannot be stunned by throwing blunt objects in their white areas. Normal bullets cannot hurt them in their white areas and you cannot punch them in the white areas. Their bodies have somehow mixed with the stages themselves. a dart-type throwable not to the head, he’ll get stunned and drop his current weapon. You throw a blunt object at him and you will only need to punch him twice. The three blunt objects and punches can be intertwined.
