Triggerhappytel
Member
Yeah that's the problem (for me) though.I don't like this design in platformers when it's tided to skills that "magically" appear just because you gained some XP.
Instead i'd prefer if i got access to a previously inaccessible area by exploring some other interconnected hidden area that required some risky and precision/reflex based jumps.
I actually really like this idea. Like, the only way into a building is a leap off a crane to a drop which looks too far, and if you don't wait until the very last second before leaping you'll miss the landing. Or you've got to jump and land on something swinging back and forth and then time your next jump through a large spinning fan or something. There were tons of tricky runs in the first game for the speed challenges and it would be cool if they implemented stuff like them here for high-level platforming without requiring character upgrades.