Steven Universe: Attack the Light -- Stage 2-4 (Diamond Mode)
Well... it's not QUITE as long as the previous stage, but it's still pretty big, especially if you've got the expectations that a mobile game will be intrinsically small in scale.
If anything, it's making me into a real hypocrite whenever I talk about sweet spot video lengths, but then if a video goes OVER that length... suddenly I'm willing to keep the band together for the sake of... pshaw... "logical consistency"... what a total crock!
... ... ...I'm never going to survive the transition if I actually want to play a "real" RPG on this channel, am I? So many sources of complication and necessary considerations! (I'll probably stick with the RPG-likes and games with RPG elements tied in for awhile, present company notwithstanding.)
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Strawberry Battlefield
Stage 2-4:
S-strawberry Clock?! What are YOU doing here?! ... ... ...okay, oops, my mistake, I was having some traumatic early mid-aughts flashbacks... ... ...oh, it's a light creature! Let's attack it!
This is actually a slight improvement on the same kind of enemy as that indigo rubble-barrier creature. Its attacks aren't quite as strong, but it'll pluck a fresh strawberry from the ground every turn, so you'll have to deal with them much more actively than their rocky cousins. Even if you remove the fruity shield, it will quickly pick up a new one and negate the lowered defense you paid so many Star Points to enact, since attempting to attack a shielded enemy makes all that strength of yours and the softened defenses of the enemy completely meaningless...
Whoa. Hold the phone. Now give the phone to me. This is... huge. I hope you realize that. Steven has just become the strategic linchpin of this team, y'know, besides being its gooey emotional and motivational core. Suddenly, you can put a bubble around EACH of the Gems every turn if you wanted to, and while this isn't a directly offensive maneuver... and its defenses might still seem fairly expensive and under-effective, it can totally change the way you respond to tough situations.
Most importantly, it means for half the cost per Gem, you're basically getting in front of the damage cycle and saving more Star Points that would've been spent chasing lost Harmony while enemies ready their next attacks anyway and making it so that you can turn the tables on the whole paradigm. NOW, the real game begins!
I mean, you have no real reason to believe me just yet, but this is a really big deal. Bigger than most deals, in fact. Only a few other deals will even come close, but we'll get to those later. (We won't. This is the biggest deal. Deal with it!)
Hey, did anybody forget about that boss we totally fought, but didn't really, and then Pearl totally wouldn't stop hitting hersel? Yeah, good times. Wait, not good times! It's happening again! ...and this time, it's actually a big deal! ...seriously, Green Light Amethyst is a way bigger deal than Green Light Pearl... it's almost like the Light got it all backwards? Mostly, because enemies get a single action per turn regardless of cost, Pearl's greater efficiency is wasted on the Green Light, but the extra-beefiness of enemy attacks and health bars means that Amethyst can wreck everyone at once! (Technically, OUR Amethyst can do that too... some day... but not nearly this directly and overwhelmingly.)
The hard part about fighting this green gang of doppelgangers, besides their smugly inflated stats, is that you'll be very familiar by now with the timing for the Gems' attacks... but the timing is obviously a bit different if you want to DEFEND against them. Fail to guard, and you'll be victim to the even stronger second attack that we've come to appreciate so much all this time! (You can still BLOCK that second attack, but the difference between getting it right the first time and not is quite severe either way.)
With THAT out of the way... it's time to collect treasure! Gemstones, specifically... wait, how are these different from the gems that are... well, the Gems? Am I supposed to NOT think about this? I think I'm not...
Those Green Gemstones we've been diligently rooting out amidst the scenery, secrets, and treasure chests are finally good to be cashed in... I'm honestly a bit surprised I left no stone unturned, because THOSE aren't (or weren't... I guess now we'll never know!) tracked by stage completion percentages... and even more importantly, we find a Red Gemstone! Y'know, the ones you won't find when you need 'em, but will want desperately to finish those OTHER stages, finally. I sense this becoming a pattern.
Between these and the fact that they often sell Badges (each of which there can be only one in the whole game!), you can see why I'm so over-eager to hoard light crystals in constant fear that there might be a "triangle lady" with something I want but can't afford! ...it probably WOULD have been a good idea to buy that free level up charm, though...I'd still anguish over when to use it, though. (Some people don't WANT to be happy!)
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