

Team VeryGames, featuring the likes of "shox" and "kennyS", that sooner came to be Titan, posted the biggest threat to NiP but even they couldn't take down the Swedish legends. Some months later more teams began their move from Counter-Strike 1.6 to CS:GO. "When they won that first tournament in CS:GO in August of 2012, there was still a number of 1.6 big sized tournaments, with higher prize purses, at times, for first places than in CS:GO." CS:GO analyst and expert Thorin states that one of the reasons for NiP's early success was due to the fact that many Counter-Strike 1.6 professionals was yet to make their move to CS:GO: The game we know as Counter-Strike Global Offensive came out in August 2012 and the same week was when the Ninjas in Pyjamas managed to win their first tournament. It seems almost unrealistic, however, the Swedes of Ninjas in Pyjamas managed exactly this when they dominated the Counter-Strike scene in what has been said to be the first CS:GO era.Īt the time of the Ninjas in Pyjamas era the team consisted of the following players:

I was thinking it made those rows shoot faster or it buffed the projectiles in some way.ĭefinitely keeping on eye on this though, great stuff.You rarely see Counter-Strike teams winning an entire tournament or event without losing some maps in the process - now imagine winning ten consecutive LAN-events without losing a single map in the process. I've seen what you wrote in the thread though so it's all good. The ">" icon needs a bit more explanation in-game as well. I would say maybe increase the movespeed when you clear a room to make it a bit quicker to move about although this might just end up feeling weird with how quickly you can move between rooms early on. It creates a tiny little minigame where you can choose to try and dodge with the beat (just after you've shot) or just forgo the shot and miss out on the damage. I like how dodging can cancel out the "beat"/shot as well. No more backtracking (My pet hatred in roguelites), and you don't know which door is what (in most rooms) so you can just go to the nearest one, which creates very little downtime. The very faint line which shows exactly where you aim is perfectly done as well, not too intrusive but not too "un-noticable" to be useless.Įspecially love the way the rooms are generated/how you move through the level. The ability to move your notes around whenever you want, even in combat, is very good to have as it lets you adapt quickly to different rooms/enemies. Love the clean design in everything, from the music to the visuals. Just played it for an hour without even realizing it. Again, I love the concept, and I love the aesthetic (visuals, sound design) so far. I'm really curious what you think about these ideas. I swear there was another thing but I can't remember haha, I'll let you know when I think of it. Having dash occur on-beat is probably less important than having enemy death occur on-beat though. Same with dashing, in fact maybe dash could be only executable on-beat? That would probably be more reasonable with half steps available, as well. So, for example, when you kill an enemy, instead of having it die instantly, have it hesitate for a sec and die on the next beat? I feel like that would add to the musical coherence of the whole experience. It would be cool if other things are also designed to only occur on beat as well. And, I don't think that should affect balance much because the attacks are still limited by how many "squares" you collect. Legacy events will continue to bring quality.

The music I hear in my head has beats on those half-steps, so it was a bit frustrating to not quite be able to implement it in that way. Beat the heat with blues, macram and wire wrapping nature finds. I would love to be able to put attacks on half steps, so basically like. I really like it so far! Some feedback that comes to mind:
