And so, one duelist must attempt to advance, while the other’s goal is to hold their ground and prevent the opponent from squeezing past them. The duelist who drew the last blood gets to advance the screen’s movement across the level segments. Whenever someone needs to leap, climb, or cross a gulf to advance, both player’s options are rather limited, which often leads to stand-offs.Īnd the game would be one long stand-off, but the goal for each duelist is to get to their respective left or right end of the 2D stage so they can have the privilege of being swallowed by the grotesque Nidhogg, whose namesake is the chaos-aligned, Yggdrasil-gnawing serpent of Norse mythology. Attempt to pressure someone while too near a ledge, and you’re likely to fall to your doom. Lunge at someone in the same stance, and you’ll clash. Roll into someone holding their weapon in a low stance, and you’re toast. Try leaping into someone when they’re weapon’s held in a high stance, and you’ll die. Although it may seem like you’ve got a lot of options, most of them are likely to get you killed. In any given situation, one can switch one’s weapon stance to high, mid-body, or low, attack with a stab/swing, throw one’s weapon, roll into a tackle (or to pick up a dropped weapon), jump (and then dive-kick, advance, retreat, or empty hop), or crouch. It takes skill to win a battle, but brains to win a war. The gameplay seems simple, and you can learn the basics in ten minutes, but that’s just a prelude to the insanity that can happen in local multiplayer, especially between two people who know each other well.
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