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Another thing about unforgiving stuff in general is that it makes gameplay rather shallow, but then again I guess thats what players look for in these types of maps.
Learned that the hard way... spent an hour and a half on this... The super fast gears broke me.
Not everyone's going to change their controls to suit your level, especially if they're much more comfortable with one over the other. It's not that "controller isn't suited for hard jumps," it's that the objects you needed to hit were placed in hard to see areas where quick camera movement is preferred.
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Precision jumping is fine, since Hat Kid's movement allows for that, but when you're forced to put the camera in such a place that makes it hard to be precise, it just adds to the frustration. I managed to beat this rift with controller, but I definitely cheated the last part with the large gear. I used the two dweller walls at the beginning of that part as platforms to get to the very top. Definitely not intended, I'm sure, but hey, screw doing things the proper way, amirite?? xD
As it is now, the ideas are good, but playing it is frustrating, and there isn't a sense of satisfaction when you complete a difficult section because it lacks polish. I don't want to imagine what this level was like before there were more checkpoints.
The biggest problem is seeing what's up ahead. Trial and error is the name of the game here, and that's perfectly fine; when that's the intended experience the level is still fair and fun, like in Super Meat Boy. However, the inability to see what's up ahead because of walls, vertical heights exceding the camera's range, and having to manually turn the camera (taking your thumb off the jump button hindering your ability to execute appropriately) is a massive problem. At one point I pulled out the camera badge so I could actually observe a piece level design.
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The jumps in this map are pretty precise and that's what I wanted. This is a hard map so i won't be changing the jumps.
Yeah the wallrun bug is very annoying but there isn't much i can do. You can fix this yourself though. After falling off, do a stationary jump and then wallrun should be fixed.
It's a good map I'll admit, but really you need to give some leeway here.
I think there were like 1 or 2 checkpoints.
Cheers!
@André I'm glad you enjoyed the map!
The lack of checkpoints made the level more frustrating than fun for me, which was a shame because I think I would've liked this level a bunch if it had more checkpoints.
You had some interesting design themes throughout the level though, and I look forward to your future work!
Second of all, you don't have to try to justify your map, make it better or listen to me at all. All I'm saying is, I did not have fun playing this map. At all. And I'm giving you the reasons as to why I did not like the map, and I'm saying I would not recommend it to others, because I didn't enjoy it.
And before you write that off as a "mad because bad" type of scenario, I've spent way more times on other levels, for example wet mushroom heaven, because even if it was difficult, it was fun. This map wasn't fun, it was just frustrating. So I felt demotivated to try to get better at this very hard map, because it wasn't fun.
I just didn't know what was even causing the bug or how to fix it for a while. That's why NOW it's ''fixed''.
I guess the checkpoints aren't placed at equal paste but i like that. I think it is fine to have segments that are a bit harder or longer than others.
You're saying all this as if the player never got better while he plays this map. once you finish a segment you should now understand how to beat it and should have an easier time if you were to do it again. It's almost like the segment you just went through doesn't exist anymore because you know how to beat it.
Anyway, thank you really much for making this, I had a great time!
I feel like trial and error is nearly inevitable in a hard map. I also think I did a decent job of high-lighting the correct path with money pons. You can also for the most part, observe a upcoming puzzle and analyze it. A good example would be the big tower in the beginning, it's high up and you can see everything.
Thank you for playing my map and giving feedback, I understand that this kind of difficulty isn't for everyone.
As other people have said, this map has a lot of trail and error which is annoying, but the mod creator seem to have taken the critizism to heart, and I look forward to more of his maps.
I can't personally reccomend this map, because of bugs and trail and error, but I still like this creator because he wants to make hard maps, and thats exactly what this game does.
4/10 map, but looking forward to seeing more of your maps in the future!
i recently found out ways to cheese my map too lol, i'll update it soon.
as for the checkpoints, you may have the old version of the map, this one is supposed to have checkpoints.
I don't like how you can't see a lot of the segments until you're actually on them. There's no vantage point, which makes some of the puzzles feel like trial an error as you try to react. Was especially annoying with no checkpoints.