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nosewillbleed.bsky.social
nosebleed
@nosewillbleed.bsky.social
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The game knowingly toys with your toolkit in later episodes, piling on water levels in which, A) beasts roam faster than you, B) surface enemies can fall in, survive, and still open fire, and C) fireworks are useless.

Cruel? Yes! But you're a tricky guy, you can figure something out!
December 20, 2025 at 9:13 AM
Your arsenal is fairly unconventional, which lends to a lot of unique encounters and problem solving.

Later weapons are more elaborate but they all pack a punch, proving invaluable in a pinch. The Voodoo Doll hits enemies from any distance so long as it's within its sights, great for sniping.
December 20, 2025 at 9:01 AM
Blood encourages this type of clutch setplay via Caleb's agility. How clever you move to avoid and herd enemies really pays off in later levels where ammo is scarce.

So yes, enemy reaction time is greatly stacked against you, but the idea is not always to jump in guns blazing (although it is fun).
December 20, 2025 at 8:51 AM
Blood is primarily about throwing dynamite. Why? Enemies can reduce almost all your health instantly on sight, so projectiles and traps that circumvent direct combat are often preferred.

But ofc the flipside is your position. Constant movement, ducking, and jumping, is as paramount as your offence.
December 20, 2025 at 8:39 AM
Reposted by nosebleed
This honestly might as well be a corner combo
December 17, 2025 at 10:25 PM
One last "wind" for the road
December 17, 2025 at 8:07 PM
Real '2005-era screenshot Let's Play forum thread' hours up in here! 📝👀
December 15, 2025 at 12:08 PM
Reposted by nosebleed
I think Zelda 1 Link's kit is fun to work with. There's meaningful play in almost all ranges due to projectiles and Link interacting only in his faced direction. Poking safely, blocking attacks and trying to move safely are all interesting, since enemies shoot and move in tandem, or erratically.
December 14, 2025 at 11:01 PM