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Yooka-Laylee |OT| Reptile Rolling in the 90’s

JaseC

gave away the keys to the kingdom.
Maybe near shovel knight?
There is one hidden at the bottom of Shovel Knight's mountain, have you got that one yet?

I just got back to the game and spotted it five seconds later, haha. I jumped up on the large stone block that I stopped short of when I hit pause and instantly noticed it hovering just above the Pagie cage near Dr. Puzz. Thanks, though!
 
I was already to give up on the game earlier in the week (was on level 2) but I decided to keep on trying and not bother with certain objectives (like Kartos and the arcade games) or anything that was just poorly designed (relative to my lack of coordination). And I've been enjoying it a lot more. Done as much of the first three worlds as I care do (thank fuck I'm not remotely OCD) and will start the casino level tonight.

Does anyone know what the minimum number of pagies required to beat the game? Do you need to do bosses to proceed to the next level? Basically, I'm one impossible/uber frustrating/time-vampire pagie blocker away from moving on to something else in my backlog.

Love the soundtrack though.
 

SilverArrow20XX

Walks in the Light of the Crystal
Actually the pirate treasure is still there in unexpanded World 1, I didn't expand any of the worlds while doing a speedrun and still grabbed it.

Interesting. I know I explored some crypt alcoves there when I first visited. Perhaps I somehow missed it. I didn't know about the Pirate Treasures until I found the one in the Marsh though.

Still. There are other instances of this that I know of for a fact. There are several quills along the dirt path where Kartos is in the marsh. They were not there before I expanded.

The pagie in the bird's nest of the ship at the very beginning of the game wasn't there when I first climbed it immediately after learning the roll move.
 

Lijik

Member
I was already to give up on the game earlier in the week (was on level 2) but I decided to keep on trying and not bother with certain objectives (like Kartos and the arcade games) or anything that was just poorly designed (relative to my lack of coordination). And I've been enjoying it a lot more. Done as much of the first three worlds as I care do (thank fuck I'm not remotely OCD) and will start the casino level tonight.

Does anyone know what the minimum number of pagies required to beat the game? Do you need to do bosses to proceed to the next level? Basically, I'm one impossible/uber frustrating/time-vampire pagie blocker away from moving on to something else in my backlog.

Love the soundtrack though.
bosses arent required
 

Violet_0

Banned
I asked on steam forum and a dev said they are already aware of the crash problem I experience . So hey, I guess that's good news for the few of us who made a pact with the devil and own a computer with an antique AMD card
 
Another odd thing to note about the cashino Pagie glitch, when I go back to the slot machine NPC who stands near the golf course challenge, he allows me to redo the challenge despite already having done it (and of course, no additional tokens spawn). Every other similar NOC doesn't allow me to redo the challenge and their dialogue is always the post-challenge text =/
 

Fantastapotamus

Wrong about commas, wrong about everything
Alright, I've 100% the first 4 worlds now, probably gonna finish it tomorrow.
I do like the game a whole lot, I think this is exactly what they promised. However there are a lot of small (and one large camera sized) problems, so I get the scores now. (Except the ridiculously low ones).
There are parts of the game that just feel awful but they make you do them in every level. I'm obviously talking about the minecart races and the "arcade" games (I mean, they make you do the same lame games at least twice). No idea why they thought that was a good idea. I also wish the transformations had some more use than to get 1-2 pagies, like the one on the Casino level.

Overall I would have liked to see more worlds with maybe less stuff in them, sounds weird but I always kinda felt burned at the end of each level. Obviously generating more assets would take much more time and money so I understand why they opted for five big worlds.

I do hope they get to make a Yooka-Laylee 2 at some point (game seems to be selling alright, with ~70.000 just on Steam) to iron out some of the flaws. However I paid ~12€ for the game when I backed it on Kickstarter so I really can't complain in the end. Out of all the games I've kickstarted so far it's probably the weakest one, but I still enjoyed my time with it.
 

Lynd7

Member
Another odd thing to note about the cashino Pagie glitch, when I go back to the slot machine NPC who stands near the golf course challenge, he allows me to redo the challenge despite already having done it (and of course, no additional tokens spawn). Every other similar NOC doesn't allow me to redo the challenge and their dialogue is always the post-challenge text =/

Hey thats the same on my game. Wonder if that happens for everyone?
 

Lijik

Member
I hope in a sequel they focus on interesting elevation in the level design. I dont like Banjo as much as the rest of the world, but thats an aspect i thought was intereting about its worlds. Outside of the glacier world and parts of the hub near the end, YL feels like an entire game modeled after Mad Monster Mansion with how flat the stages are. Theres still tall areas but they tend to feel like self contained structures like the tower in Tribalstack Tropics not a natural part of the world like the middle hill/tunnel that the lighthouse is on in Banjos Treasure Trove Cove
 

olimpia84

Member
Some of the level design in this game is downright embarrassing. Who the fuck at Playtonic thought Gloomy Gem Grotto would be a fun platforming section?
 
So in World 5 does anybody know what's the deal with the
toybox riddle? the Inept bot is just saying 50.1%, are they releasing this - whatever it is - in an update?
I've just 100% the game and that didn't do anything.

Also what is the point of including the pirate treasures? Solely for achievements and trophies? Bit of a let down.
 
I just beat the world 4 boss.

Yeesh...A trash boss for a trash world.

Why do we still have games with minecarts anyway? It's like this industry (AAA & Indie alike) is running in circles.
 
I finally got to the Cashino's Rextro minigame (Hurdle Hijinx), and I have to say that it certainly is too long... but there is nothing else wrong with it. Yes, its hard and yes, it's long, but the controls respond perfectly and the design of the minigame is well done. I enjoyed the challenge and beat it in two or three tries, something that is not too hard when you realize that halfway you already have the 24.000 points and you just have to worry about avoid being hit.

I felt like I had to say it, because I've lately been reading a lot of complaints about game design and unpolished things in Yooka Laylee, being Hurdle Hijinx always present in those claimings. And I'm sorry, this game surely has several rough edges and unpolished things, but this minigame isn't one of them. I found Bee Bop (the marsh minigame) a lot more half-baked, unresponsive and unsatisfying.
 
D

Deleted member 17706

Unconfirmed Member
Really enjoyed playing through the first couple of hours in the first world with my son watching, but man, this game turns shit tier pretty fast doesn't it? This ice world is just a nose dive in quality.
 
Really enjoyed playing through the first couple of hours in the first world with my son watching, but man, this game turns shit tier pretty fast doesn't it? This ice world is just a nose dive in quality.

What? I've had a blast in it. Up to world 3 now. Maybe it helps to have played BK on N64. I think it's great so far!
 
D

Deleted member 17706

Unconfirmed Member
What? I've had a blast in it. Up to world 3 now. Maybe it helps to have played BK on N64. I think it's great so far!

I played BK when it was new and novel. Anyway, this isometric maze nonsense and ridiculous quizzes just are not fun in addition to other annoyances.
 
I played BK when it was new and novel. Anyway, this isometric maze nonsense and ridiculous quizzes just are not fun in addition to other annoyances.

OK, well I respect your experience, but I think the game is great. Everything like the isometric is like a homage to days of old.

Rare had isometric games in the past.
 

Stoze

Member
Whats wrong with the maze? I thought it was pretty neat.

It's a cool concept that's worth its own subsection and a Pagie or two, not an entire world expansion, so it really overstays its welcome. The platforming doesn't work as well, there's a section that takes a lot of work to get through and then it gates off the reward/Pagie at the very end for a late game power-up, and the boss for the area is very poorly executed.
 
I finally got to the Cashino's Rextro minigame (Hurdle Hijinx), and I have to say that it certainly is too long... but there is nothing else wrong with it. Yes, its hard and yes, it's long, but the controls respond perfectly and the design of the minigame is well done. I enjoyed the challenge and beat it in two or three tries, something that is not too hard when you realize that halfway you already have the 24.000 points and you just have to worry about avoid being hit.

I felt like I had to say it, because I've lately been reading a lot of complaints about game design and unpolished things in Yooka Laylee, being Hurdle Hijinx always present in those claimings. And I'm sorry, this game surely has several rough edges and unpolished things, but this minigame isn't one of them. I found Bee Bop (the marsh minigame) a lot more half-baked, unresponsive and unsatisfying.

And I couldn't disagree more. The Bee game was just lame, but I finished it my first try and it controlled perfectly fine, it was just stupid and not fun. The hurdle one had very stiff controls, your character can disappear at the bottom of the screen so that you're switching lanes blindly, you have to repeat a few minutes of brain dead mind numbing tedium if you die and try again because the stupid game is so long, and you lose way too much score if you get hit. So people are perfectly justified in complaining about this being bad game design and unpolished. It is one of the least fun things I have done in a game in the past 10 years (second to anything Kartos).
 

illusionary

Member
And I couldn't disagree more. The Bee game was just lame, but I finished it my first try and it controlled perfectly fine, it was just stupid and not fun. The hurdle one had very stiff controls, your character can disappear at the bottom of the screen so that you're switching lanes blindly, you have to repeat a few minutes of brain dead mind numbing tedium if you die and try again because the stupid game is so long, and you lose way too much score if you get hit. So people are perfectly justified in complaining about this being bad game design and unpolished. It is one of the least fun things I have done in a game in the past 10 years (second to anything Kartos).
While I don't hate it, I agree that it certainly wasn't a particularly great minigame, especially with the large score loss from getting hit (and if you hit an enemy, that's invariably applied twice, from hitting the enemy and then falling off the back of the screen). I've not yet played the world 3 minigame (having heard warnings about world 4, I though that I'd get that done first), but while I quite enjoyed those in the first two worlds, this one I could have done without. Fortunately I've now done Rextro, Kartos and the boss for world 4, so hopefully the rest should be better.

Overall, though, I still feel positively about the game - just certain elements that I'd have preferred not to have included.
 

Tapejara

Member
Just finished up the main story. I really enjoyed it! For reference I didn't own an N64 back in the day, my main 3D platformers were Crash and Spyro and I only played a bit of Banjo-Kazooie when it was included in Rare Replay. But yeah, I still had a lot of fun with Yooka-Laylee.

I had two big issues with the game that I felt marred the experience:

- With the exception of the Moodymaze Marsh boss, I found the boss fights to be either tedious or frustrating. The
Capital B (not sure if this is a spoiler, but I'm tagging it just in case)
fight was just the culmination of all the game's control and design problems imo.
- Not having a quick restart option for Rextro's arcade games and the Kartos challenges made them more frustrating than they should have been.

Otherwise, there were a few minor annoyances, but I found exploring the worlds and collecting pagies to be a ton fun. Loved the characters too! I'm really looking forward to what Playtonic does next.

World Rankings: 1>3>4>2>5
 
And I couldn't disagree more. The Bee game was just lame, but I finished it my first try and it controlled perfectly fine, it was just stupid and not fun. The hurdle one had very stiff controls, your character can disappear at the bottom of the screen so that you're switching lanes blindly, you have to repeat a few minutes of brain dead mind numbing tedium if you die and try again because the stupid game is so long, and you lose way too much score if you get hit. So people are perfectly justified in complaining about this being bad game design and unpolished. It is one of the least fun things I have done in a game in the past 10 years (second to anything Kartos).

Your character can disappear at the bottom of the screen because that's the punishment if you get caught in one of the obstacles. Usually it supposes an insta-death, but it is a valid decision because if you have enough skill you can just recover the lost space using the roll. And yes, you lose a lot of points if you get hit, but you can perfectly get 24.000 points with three misses or so. You don't have to do a perfect playthrough to beat it, which is fine.

The controls are stiff... well, because it is a quite simple minigame and you only need to move between paths, jump, and roll to recover and get through enemies. In Bee Bop the bee controls just bad and the jump physics and flying animations as well as the collisions with enemies, platforms and the fire, are half-baked. The difference is that Bee Bop is easy and Hurdle Hijinx is hard, so people get mad at the second one when actually is a better designed and more polished minigame.

You can complain that it is long and hard, but let's not use the terms "bad game design" and "unpolished" to everything.
 
This game would be much better without the quiz bullshit

I disagree. I liked the quizzes. They were a nice little distraction and if you didn't walk through the game with closed eyes they should be a breeze. I think if you answer fast enough you only need to solve like 5 questions because you skip a step.
 
This game does everything it can to emulate a 1997 platformer to the joy/despair of everyone who plays it. Yet it still has no game over/lives system. I guess they are truly dead and unwanted in platformers now.
 
This game does everything it can to emulate a 1997 platformer to the joy/despair of everyone who plays it. Yet it still has no game over/lives system. I guess they are truly dead and unwanted in platformers now.

It was a pretty unnecessary system in Banjo-Kazooie to begin with. Rare scrapped the whole thing with Banjo-Tooie.
 

Lynd7

Member
Your character can disappear at the bottom of the screen because that's the punishment if you get caught in one of the obstacles. Usually it supposes an insta-death, but it is a valid decision because if you have enough skill you can just recover the lost space using the roll. And yes, you lose a lot of points if you get hit, but you can perfectly get 24.000 points with three misses or so. You don't have to do a perfect playthrough to beat it, which is fine.

The controls are stiff... well, because it is a quite simple minigame and you only need to move between paths, jump, and roll to recover and get through enemies. In Bee Bop the bee controls just bad and the jump physics and flying animations as well as the collisions with enemies, platforms and the fire, are half-baked. The difference is that Bee Bop is easy and Hurdle Hijinx is hard, so people get mad at the second one when actually is a better designed and more polished minigame.

You can complain that it is long and hard, but let's not use the terms "bad game design" and "unpolished" to everything.

Agreed.

I found the hurdle one a little tough at first, but quickly started to be able to follow the more complex parts better. I was enjoying the game towards the end of going for the high score, I might even try and see how good a score I can get later.
 

Violet_0

Banned
okay, I can see where the complaints about the second world are coming from - it's drab, way too segmented and the level design is not cohesive at all (kind of like a lot of N64 platformer worlds, heh). The music is nice enough, but slow and low-energy. It looked much nicer in the screenshots

I really dislike the timer mechanic on the fruits. Timers are by default always an annoyance, and you don't even know how much time you have left
 

sloppyjoe_gamer

Gold Member
Whoever designed the Gloomy Gem Grotto area of the Glacier level needs to be kicked in the balls repeatedly.

This stage brings out the worst of the camera and if you require that much perfection and have an inferior camera, it needs a checkpoint
 
Whoever designed the Gloomy Gem Grotto area of the Glacier level needs to be kicked in the balls repeatedly.

This stage brings out the worst of the camera and if you require that much perfection and have an inferior camera, it needs a checkpoint

Yup. It's absolutely awful. I said some things I don't regret to this game during that section.
 

JaseC

gave away the keys to the kingdom.
Whoever designed the Gloomy Gem Grotto area of the Glacier level needs to be kicked in the balls repeatedly.

This stage brings out the worst of the camera and if you require that much perfection and have an inferior camera, it needs a checkpoint

Not long after reaching Glitterglaze Glacier, I decided to keep pushing on to other worlds so I could unlock the ability to fly and focus on fully completing a world before continuing. I died a few times in GGG while snagging the quills, but otherwise it was a breeze as I didn't need to worry about navigating the area in the intended manner.
 

illusionary

Member
I should have done more research about glitched pagies before playing, but assumed that for something so central to the game's core experience the sporadic reports might just be for player error in missing items that they thought that they'd collected but hadn't... and now I find that my game's been hit by the Cashino glitch. Reading a little further up in this thread, I see that I'm far from alone - so you can add me to those earnestly hoping that this will get patched before too long.
 

hydruxo

Member
I haven't played this at all this past week. Kartos actually drained the desire to keep playing for me. I'll get back to it here soon but probably just going to ignore the minecart sections and not bother trying to get 100%.
 
I haven't played this at all this past week. Kartos actually drained the desire to keep playing for me. I'll get back to it here soon but probably just going to ignore the minecart sections and not bother trying to get 100%.

The game is way more fun when you decide to not do the stupid shit. Apparently you only need 100 pages to beat the game so I'm just skipping anything that isn't fun. The platforming has been pretty great up till now (near the end of World 3) so it's been an enjoyable and nostalgic ride thus far. I wish we could trade all the dumb Rextro miniturds for a bonus platforming world.
 

Tetraeon

Member
Yup. It's absolutely awful. I said some things I don't regret to this game during that section.

I found this area to be a complete breeze honestly. It reminded me of that level in Jak and Daxter where you need to light up the eco to see through the caves. A few trial runs and you can breeze through the caverns without issue imho, barring that one rolling jump-turn about halfway in.
 
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