Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
upwards momentum gained from released hookshot.
jump double in air.
dive and then dive-recover to grab the ledge.
Also the concept is great because it embraces the chaotic environment while having more room to be creative for the level design.
save for the birdhouse. fuck that place, im just bad at video games but man that place hurts to get pushed into nothing but fire birds and lose like half the health i had. otherwise great work!
Sorry to be blunt or anything, but this is my honest opinion about this level. I'll gradly retry it if it receives some changes. I might also try future levels from the creator to have a new opinion about this.
i dont think there is a need for a nerf - you can use all the suggestions and new tricks in your next map. its not like everyone hated this map.