They Bleed Pixels

They Bleed Pixels

76 ratings
Breaking Down the Difficulty Barrier [They Bleed Pixels]
By That Wun Wabbit
They Bleed Pixels is an awesome platformer if you just look at the artistic value.
However, gameplay is typically unforgiving and brutal. So how do you play a game that's borderline unplayable by default?
Here's a guide to help rule out your own mistakes to improve gameplay.
   
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Introduction
If you've played (or tried playing) the first chapter, you'll probably notice some simple gameplay mistakes that will utterly ruin your day. On the other hand, the game itself isn't going to change for you. So how do you improve? You can refer to the cliche, "Try, (fail,) and try again." And again.

OR, you can simply look at the level design and guess at what problems will arise...and go from there.

In the following sections, you'll see an assessment of common issues you'll bump into while playing.
Gameplay
This game employs various methods of travelling to the "exit." Usually, there is only ONE straight-forward path to the exit. However, as you clear chapters (and thus enter more difficult and complex territory), you may notice diverging paths - some leading toward the exit, others into diary pages, and many more will lead to deathtraps.

Here are some basic aspects of level progression:
  • switches and levers
  • moving or stationary platforms
  • certain numbers of enemies and their blood to enable checkpoint construction
  • "lockdown"-style arena (battles)
  • challenge (trap) rooms
  • some combination of the above

Later chapters will contain extended challenges and fewer opportunities to cast sigils. Some locations will even block your sigils or force you to create a checkpoint in a compromising position. Your patience, sanity, and finger stamina will be tested.

If you really want to go for the leaderboards, you must not save and exit a "dream". Otherwise I strongly recommend taking more than a pause break occasionally. If you save and exit, you will not be opted into the leaderboards, but will still qualify for the "ranked" achievements which are based on "dream" completion stats.

When you complete a "dream", the game will assess your stats related to:
  • time
  • level pickups (loose blood - i.e. "Grim Harvest" - and diary pages)
  • skill (additional blood collected through combat and total # of deaths)

Sample Chapter Completion Tally:


Relevant Skill Worksheet:

Some stats on this worksheet are influenced by the game itself and not your personal effort (for example: most loose blood is fairly easy to reach, unlike the elusive diary pages).
This is why my "relevant skill" indicators are not simply "high" or "low".
Level Progression
  • Usually chapters get harder and longer as you get deeper into the story. If you look at the achievements hub for They Bleed Pixels, you'll get an idea of how fast you should complete Dreams and how many enemies you should slice stylishly.

  • The game mentions style points are related to combat. It's a smart idea to launch enemies into the air and juggle them until they bleed out. You tend to get more points for this than simply kicking them into the nearest spike pit or by jabbing them to death. Another way of farming blood for Sigils is by launching an enemy into the air, followed by yourself. Chop up enemies in the air for style points.

  • If nothing else, make sure to land many hits before finishing a combo or kicking an enemy into a trap. There will be times when you simply need to get things out of your way as fast as you can. If your blood (Sigil) meter fills up before you want to cast your checkpoint, just keep moving.

  • Until you stand still for a few seconds, your checkpoint will not be cast. You can avoid casting sigils by standing on ice or climbing walls... jumping, falling, etc.

  • Note this is often less of a strategy and more of an annoyance in some areas. Buzzsaws and most enemies will also block your Sigils, so be careful to cast your sigils right smack before a challenging area. You may not be able to "save" in some critical locations - leading to frustration.

  • You can still cast a Sigil while enemies, trapdoors, or buzzsaws are around, but this can only happen if they are beyond the sphere needed to cast a sigil. Notice the size of the sphere made when casting a sigil. This is how much space you need to stay away from enemies in order to make a checkpoint. For example, wraiths and squid target you, but can end up quite a long distance away from you due to their attack patterns. You may have a few seconds of freedom to cast a sigil before your enemies launch another attack. Beware as this can create a compromising "revive" position. Your checkpoints do not protect you from enemy attack!
A Few Assorted Gameplay Tips
  • For the most points, don't die! Collect diary pages and loose blood while stylishly cutting down enemies in one run. If you are worried about simply completing a Dream, don't bother with diary pages - but draw out battles to create a comfortable amount of checkpoints.

  • Tap kick to flip switches and levers on FLAT surfaces and hold kick to activate them on WALLS.

  • You can stabliize yourself on ice by double jumping. Usually the 1st jump will launch you toward whichever direction you are sliding, but the 2nd can be made straight upward. You will land barely sliding at all.

  • Sigils can be cast on thin platforms, trapdoors and between 1-hit deathspikes, but not on moving platforms and ice.

  • You cannot dash on ice...but you can duck-slide past enemies and low ceilings.

  • You can land on 1-hit deathspikes safely if going in from the side.

  • A descending platform will kill you if passing through 1-hit deathspikes.

  • You can jump off walls and change direction mid-air, but cannot always jump again or change direction while falling if you slid or fell off the wall. Sometimes this is caused by colliding with a wall just above the reach of your claws.

  • Try dashing between platforms! Dashing might also give you a small time advantage over normal movement speed, so it's worth a try anywhere (especially in trap challenge rooms).

  • If you charge (dash) or jump at a wall, you will automatically cling to it. This is usually helpful, but sometimes annoying in certain trap-challenges. You can press downward to slide faster. Pressing outward will cause you to fall in that direction - possibly avoiding a saw below and you can fall + cling to a nearby wall.

  • You can jump mid-air at any height if you made your first jump from a flat surface.

  • If you encounter an obstacle or trap mid-air, you can jump again to get around it (or change direction mid-air if you are going downward.
Mission Statement
Thank you for reading this guide. Feedback is important - please rate and comment!
If you want more, go to my guides section and “follow”!
I am one of the leading guidewriters on Steam, having written dozens of guides, from troubleshooting to achievement hunting.
I enjoy helping people play games, but I can’t do it alone!

Encourage your friends to write guides…for games!
-Catherine
17 Comments
CHAINSAW_INSECT 6 Apr, 2022 @ 9:48am 
I appreciate the guide, some stuff here that will def help :tbpsleep:
Skelly-Always Be Happy! \(^-^)/ 8 May, 2020 @ 7:02am 
Thanks for this guide, gave a few extra tips I didn't know yet. :)
Wig Bang 31 Jan, 2020 @ 8:00pm 
QED, are you talking about difficulty that's a result of the game's core mechanics?

Then I agree. Writing a guide that can help with things like that is a fool's errand imo.

What CAN be done however is to write an advanced guide for people who have put in the time and acquired the muscle memory necessary to break through the initial barriers of "I'm new, this is hard, so I suck" that explains more advanced mechanics/techniques.
QED 14 Jan, 2020 @ 7:05pm 
I like the idea of a guide designed to mitigate inherent difficulty. I'm just not sure if it's philosophically achievable. Would love to see more on this subject generally. :)
That Wun Wabbit  [author] 11 Nov, 2019 @ 11:55am 
Wonder, Wig Bang...guys let's not go there. Leave it.
Wig Bang 6 Nov, 2019 @ 4:29pm 
""I'm the kind of person (intelligent) that would rail against you for that"
I find it hilarious that there exists people who write shit like this."

Can't believe there are people that would take a parody comment like mine seriously. Really tells us a lot about you.
wonder 5 Nov, 2019 @ 11:50pm 
"I'm the kind of person (intelligent) that would rail against you for that"
I find it hilarious that there exists people who write shit like this.
Wig Bang 8 Oct, 2016 @ 6:24pm 
My tone in these comments has been absolutely fine.

It may not have been in the deleted one though.
That Wun Wabbit  [author] 8 Oct, 2016 @ 8:50am 
@Wig Bang - Constructive comments are welcome but insults are not. If you didn't like the guide, you need to suggest how to improve it. From your comment, it sounds like you would like more strategy and tips. That's fair. I appreciate the feedback.

In the future, please check your tone. The only comments I delete are questions which are already explained in the guide, and rude comments.

Otherwise, it's Valve doing the deleting. Sometimes, I get a notification of a new comment on a guide, and there's no new comments when the page loads. I can't do rollbacks to see what they've deleted.
Wig Bang 7 Oct, 2016 @ 11:41pm 
Probably about the emphasis put on just explaining the game which is useless. And very little on strategy and real tips.

I'm the kind of person (intelligent) that would rail against you for that.