flickr ii, grace ii
Mar. 17th, 2026 05:19 pmmy flickr was silently deleted! my page is a 404 and while all of the pages for my photos are 404s too, i gained one followed and had six of my photos added to their favorites, and i can clearly see them on there still so that's some total bullshit. if you're gonna delete my account at least get my photos off your servers!
and because that's all i have to say in this post, i figure i might make some filler by talking about Grace again, and describing a run.
OK, so, here's footage, but i'm also going to transcribe it and add context to everything. i recommend you watch it after the transcription, just to see how mundane my writing makes the game seem.
i start in a saferoom, which is also where a run ends. you get in through the hatch and go out through the vault door. there're a lot of little goobers at the bottom of my screen because i have the Goober Cookie trait, which grants a small Love boost (the heart in the top center, which makes your overall speed faster the fuller it is, and is drained very quickly while moving) whenever i open a door, in exchange for dumping like 30 goobers onto my screen. traits are unlocked by getting a Trait Charm, which are awarded in batches of 2 every time you complete an additional 30 levels (levels being, like, getting 100 XP and "leveling up", not levels like super mario courses, where courses are called "runs" in this game and are made up of randomly generated rooms). my other traits are: Cog (which gives Love when a breaker room is completed, automatically puts plugs into your inventory instead of your hands, and makes sockets invisible when a plug is in your inventory and not your hands), Steel Toed (which allows you to open every normal door by sliding into them, but makes normal opening impossible (where normal opening is just pushing E on them), and gives Love for every kicked open door), Cafdae (which causes Drain to appear in every run you do, and grants a lot of Love when parried) and Sinth Sense [sic] (which highlights location-important entities through walls but places a dark spot over your inventory HUD (which does not affect me because i remember where my stuff is in relation to my number keys)). i equip a lantern, which is blue and has a dead smiley face because i have the Kookoo skin for it, which is designed to resemble the Kookoo entity. i pick up the hint for Slight, and hold the hint for Seesay instead. Seesay is a lemon-shaped thing that appears randomly as a closed eye. when the eye opens, you must parry Seesay by flashing a light at them (parrying is as easy as left-clicking while holding any light source (except S.H.A.K.E., which appears in my inventory as slot 1 and does not have flashing capability, as it is a pair of night vision goggles)). i then discard Seesay's hint page and equip Slight's hint page. Slight is a blue eye that puts an ocular-migrane-like effect on you if you look at it. if you look at it (or its counterpart, Heed, which is a red eye that you have to look directly at) again while this effect is still active, it kills you. i then re-equip my lantern and step on the starting plate. each run is two minutes and thirty seconds long. if you spend more than this amount of time in a run, the Goatman spawns, a saturation effect is placed on your screen, and the music stops. the Goatman appears from a random direction (including directly up and directly down) very far away from you, and begins to chase you in a straight line. it phases through everything and is visible through everything. there is no way to get further away from it, but parrying it will reset it back to the distance it started from, but in a different direction. Bossfight's "Milky Ways" begins to play. by default, a starting player can only hear one track during runs; that is Phil C.'s "ULTRASONIC FAITH", which is an original track composed for the game. CDs of other tracks can be unlocked by random when redeeming a standard or Super key, which are rewarded after 5 and 50 add'l levels, respectively. the first door is busted open (as per the Steel Toed trait). the following room is divided in half, one half flat and the other with a ramp. a wallkick is used to get to the top of this ramp, where one can then slide down it to gain speed. the flat side is better when you're already pretty fast, though, as wallkicking causes you to lose all previous momentum. a few rooms later, Seesay's lid appears and Drain is detected (by Sinth Sense as a red square that turns to a purple outline) faintly. a breaker room appears, which is completed pretty quickly. the hiding effect of Cog isn't seen here because the socket is never seen anyway. Seesay finally opens and is parried, and the room ahead has Slight in it (whom is green instead of blue due to the Eyefestation entity skin being equipped). Carnation is activated, which causes tendrils (which are deep crimson instead of pink due to the Pandemonium entity skin) a few rooms later, a smooth pit is reached which allows me to surf up and past the door, as well as past Drain, which activates since i've gotten too close. i parry them in mid-air, which is possible at any distance or orientation once activated. SNAP activates due to the fact that i am close to a Carnation safe area (denoted by yellow arrows and drawn barriers). i land in the area, pull out SNAP and shoot at the flower while Carnation passes. Seesay appears and Drain is detected again. Seesay is parried. Slight appears and i almost look at them while i use the ramp they're on to gain momentum. i trip a little on the obstacles and level up as i reach another breaker room. Drain is parried as Seesay appears again. Carnation's tendrils also reappear. i hit the edge of the room as i parry Seesay, and back up into another Carnation safe area. i quickly fix up SNAP and leave past a Slight. i parry Drain and Seesay along the way. another breaker room appears. this room allows you to clearly see the invisible socket Cog creates. i reach the hatch as Carnation passes by again. both SNAP and Seesay appear last-second, and i spend a little time stopping them both, which is pretty rare to have to do inside a safe room. i decline any modifiers. i pick up the sheets for Slugfish and Elkman. i equip SNAP, and pet her to cause the SNAP goober to appear on the bottom right of the screen, which provides no tactical advantage whatsoever. i go through the vault door. PaperKitty's "Blue Licorice" is picked randomly out of my shuffled list of CDs. this track was composed for Sugary Spire, a mod for the indie game Pizza Tower which i do not associate with whatsoever, and was added to Grace's CD list because it has a mild copyright. i go into another Carnation safe zone, and spend two seconds gawking at the "GO GO GO" sign because i mistakenly wait for a Carnation that isn't around. i parry Drain, and B/W static appears on screen for a quick second. this is the signal of Slugfish, whom dives through each room very quickly but only takes up the center of each room, the quickest path through each door (so a good strategy is just to dive to one side of the room). Slugfish's white (no fancy skin) tendrils appear at the borders. i hide under part of the floor, and Slugfish comes and goes. i reach another breakroom as Seesay appears, which i try to get done quickly so i don't get caught handling sockets. i finish and parry Seesay. Elkman is detected by Sinth Sense, which is why i keep the trait activated (Elkman's scary, man!). i let him activate by walking toward the door he's guarding, and then quickly walk back to make him disappear (Elkman's strategy is just to break his line of sight). Carnation's tendrils come back. Drain is detected, which i do not react to quickly, and instead of parrying i fly straight by them. this is not a good thing to let happen. i land in a Carnation safe zone. SNAP predictably begins to scream. Seesay appears. at this moment i have three duties to take care of at once, shutting SNAP up, parrying Drain and waiting for Seesay to be parriable. the vital mistake i make here is stupidly trying to tend to SNAP first. at that moment, i also percieve Drain as my second duty, since he's much faster than Seesay, but this is also not a good idea because Seesay activates in the same moment (and has much less of a window once that happens). Seesay gets to me and bites my head off. so ends the run.
wasn't that such a great solid chunk-slab of word i just typed out? at least you understand it a little better, no?
and because that's all i have to say in this post, i figure i might make some filler by talking about Grace again, and describing a run.
OK, so, here's footage, but i'm also going to transcribe it and add context to everything. i recommend you watch it after the transcription, just to see how mundane my writing makes the game seem.
i start in a saferoom, which is also where a run ends. you get in through the hatch and go out through the vault door. there're a lot of little goobers at the bottom of my screen because i have the Goober Cookie trait, which grants a small Love boost (the heart in the top center, which makes your overall speed faster the fuller it is, and is drained very quickly while moving) whenever i open a door, in exchange for dumping like 30 goobers onto my screen. traits are unlocked by getting a Trait Charm, which are awarded in batches of 2 every time you complete an additional 30 levels (levels being, like, getting 100 XP and "leveling up", not levels like super mario courses, where courses are called "runs" in this game and are made up of randomly generated rooms). my other traits are: Cog (which gives Love when a breaker room is completed, automatically puts plugs into your inventory instead of your hands, and makes sockets invisible when a plug is in your inventory and not your hands), Steel Toed (which allows you to open every normal door by sliding into them, but makes normal opening impossible (where normal opening is just pushing E on them), and gives Love for every kicked open door), Cafdae (which causes Drain to appear in every run you do, and grants a lot of Love when parried) and Sinth Sense [sic] (which highlights location-important entities through walls but places a dark spot over your inventory HUD (which does not affect me because i remember where my stuff is in relation to my number keys)). i equip a lantern, which is blue and has a dead smiley face because i have the Kookoo skin for it, which is designed to resemble the Kookoo entity. i pick up the hint for Slight, and hold the hint for Seesay instead. Seesay is a lemon-shaped thing that appears randomly as a closed eye. when the eye opens, you must parry Seesay by flashing a light at them (parrying is as easy as left-clicking while holding any light source (except S.H.A.K.E., which appears in my inventory as slot 1 and does not have flashing capability, as it is a pair of night vision goggles)). i then discard Seesay's hint page and equip Slight's hint page. Slight is a blue eye that puts an ocular-migrane-like effect on you if you look at it. if you look at it (or its counterpart, Heed, which is a red eye that you have to look directly at) again while this effect is still active, it kills you. i then re-equip my lantern and step on the starting plate. each run is two minutes and thirty seconds long. if you spend more than this amount of time in a run, the Goatman spawns, a saturation effect is placed on your screen, and the music stops. the Goatman appears from a random direction (including directly up and directly down) very far away from you, and begins to chase you in a straight line. it phases through everything and is visible through everything. there is no way to get further away from it, but parrying it will reset it back to the distance it started from, but in a different direction. Bossfight's "Milky Ways" begins to play. by default, a starting player can only hear one track during runs; that is Phil C.'s "ULTRASONIC FAITH", which is an original track composed for the game. CDs of other tracks can be unlocked by random when redeeming a standard or Super key, which are rewarded after 5 and 50 add'l levels, respectively. the first door is busted open (as per the Steel Toed trait). the following room is divided in half, one half flat and the other with a ramp. a wallkick is used to get to the top of this ramp, where one can then slide down it to gain speed. the flat side is better when you're already pretty fast, though, as wallkicking causes you to lose all previous momentum. a few rooms later, Seesay's lid appears and Drain is detected (by Sinth Sense as a red square that turns to a purple outline) faintly. a breaker room appears, which is completed pretty quickly. the hiding effect of Cog isn't seen here because the socket is never seen anyway. Seesay finally opens and is parried, and the room ahead has Slight in it (whom is green instead of blue due to the Eyefestation entity skin being equipped). Carnation is activated, which causes tendrils (which are deep crimson instead of pink due to the Pandemonium entity skin) a few rooms later, a smooth pit is reached which allows me to surf up and past the door, as well as past Drain, which activates since i've gotten too close. i parry them in mid-air, which is possible at any distance or orientation once activated. SNAP activates due to the fact that i am close to a Carnation safe area (denoted by yellow arrows and drawn barriers). i land in the area, pull out SNAP and shoot at the flower while Carnation passes. Seesay appears and Drain is detected again. Seesay is parried. Slight appears and i almost look at them while i use the ramp they're on to gain momentum. i trip a little on the obstacles and level up as i reach another breaker room. Drain is parried as Seesay appears again. Carnation's tendrils also reappear. i hit the edge of the room as i parry Seesay, and back up into another Carnation safe area. i quickly fix up SNAP and leave past a Slight. i parry Drain and Seesay along the way. another breaker room appears. this room allows you to clearly see the invisible socket Cog creates. i reach the hatch as Carnation passes by again. both SNAP and Seesay appear last-second, and i spend a little time stopping them both, which is pretty rare to have to do inside a safe room. i decline any modifiers. i pick up the sheets for Slugfish and Elkman. i equip SNAP, and pet her to cause the SNAP goober to appear on the bottom right of the screen, which provides no tactical advantage whatsoever. i go through the vault door. PaperKitty's "Blue Licorice" is picked randomly out of my shuffled list of CDs. this track was composed for Sugary Spire, a mod for the indie game Pizza Tower which i do not associate with whatsoever, and was added to Grace's CD list because it has a mild copyright. i go into another Carnation safe zone, and spend two seconds gawking at the "GO GO GO" sign because i mistakenly wait for a Carnation that isn't around. i parry Drain, and B/W static appears on screen for a quick second. this is the signal of Slugfish, whom dives through each room very quickly but only takes up the center of each room, the quickest path through each door (so a good strategy is just to dive to one side of the room). Slugfish's white (no fancy skin) tendrils appear at the borders. i hide under part of the floor, and Slugfish comes and goes. i reach another breakroom as Seesay appears, which i try to get done quickly so i don't get caught handling sockets. i finish and parry Seesay. Elkman is detected by Sinth Sense, which is why i keep the trait activated (Elkman's scary, man!). i let him activate by walking toward the door he's guarding, and then quickly walk back to make him disappear (Elkman's strategy is just to break his line of sight). Carnation's tendrils come back. Drain is detected, which i do not react to quickly, and instead of parrying i fly straight by them. this is not a good thing to let happen. i land in a Carnation safe zone. SNAP predictably begins to scream. Seesay appears. at this moment i have three duties to take care of at once, shutting SNAP up, parrying Drain and waiting for Seesay to be parriable. the vital mistake i make here is stupidly trying to tend to SNAP first. at that moment, i also percieve Drain as my second duty, since he's much faster than Seesay, but this is also not a good idea because Seesay activates in the same moment (and has much less of a window once that happens). Seesay gets to me and bites my head off. so ends the run.
wasn't that such a great solid chunk-slab of word i just typed out? at least you understand it a little better, no?