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Edit: OK. The trick is to not touch the accelerator at all and go slow. That worked.
Yep.
Edit: OK. The trick is to not touch the accelerator at all and go slow. That worked.
The flappy bird arcade machine wasn't too bad for me, but like W4's similar game, being safe is more important than being greedy and it kind of works itself out if doing so given how many easy points are on the direct route. even if it means missing some of the tougher big point dumps. Think I had 17000 when I finished it on attempt 4 or 5 only hitting a wall once.
Yea its overlong, but there is a real helpful trick to slimming it down if one is to fight it after earning a later ability. Most will choose not to progress to later stages over attempting while in W2 the first time though leading to this common complaint.
I'm on it right now. There is no amount of forgiveness on it. The challenge is dumb and hard and unforgiving.
Edit: I beat it am not happy it was so hard. Many of the tasks or mini games in yooka Layla are too hard for no reason.
OK, there's a matter of opinion and then there's just being bad at the game. There's nothing cheap or broken about the slide, you just have to get good at it.
It's not even a required pagie. In fact, the final boss only requires 100 Pagies, so if you add up the 10 Rextro challenges + 6 Kartos + the slide, that's still a whole 28 Pagies more that you don't actually have to get. I recommend anyone who's not having fun with a hard challenge just skip it because there will inevitably still be enough to beat the game.
get good.
What ability? I have everything except for the sonar shield. It just was a really bland and boring boss fight, as was Rampo.
Good example of bad design right here.
The Rampos fight on World 1, you get hit by a log at the top and slide down hitting 3 more logs and lose 3 additional pieces of health.
How is getting penalized 4 times and losing 4 pieces of health for one mistake good design? Good design would be having you not lose health when sliding down against the logs. Lose one piece for getting hit by the log but when sliding down have them just beak without taking health. It is very simple and makes it far less frustrating.
Good example of bad design right here.
The Rampos fight on World 1, you get hit by a log at the top and slide down hitting 3 more logs and lose 3 additional pieces of health.
How is getting penalized 4 times and losing 4 pieces of health for one mistake good design? Good design would be having you not lose health when sliding down against the logs. Lose one piece for getting hit by the log but when sliding down have them just beak without taking health. It is very simple and makes it far less frustrating.
Good example of bad design right here.
The Rampos fight on World 1, you get hit by a log at the top and slide down hitting 3 more logs and lose 3 additional pieces of health.
How is getting penalized 4 times and losing 4 pieces of health for one mistake good design? Good design would be having you not lose health when sliding down against the logs. Lose one piece for getting hit by the log but when sliding down have them just beak without taking health. It is very simple and makes it far less frustrating.
Spoiler for the final boss fight
Is there anyway to regain health when fighting Capital B? Seems very cheap if you can't.
OK, there's a matter of opinion and then there's just being bad at the game. There's nothing cheap or broken about the slide, you just have to get good at it.
It's not even a required pagie. In fact, the final boss only requires 100 Pagies, so if you add up the 10 Rextro challenges + 6 Kartos + the slide, that's still a whole 28 Pagies more that you don't actually have to get. I recommend anyone who's not having fun with a hard challenge just skip it because there will inevitably still be enough to beat the game.
I understand the "git gud" sentiment just as I understand people being offended by it. I'm on both sides, depending on the situation, haha. BUT I don't know why the only thing that counts as good design is a game leading you through any challenge unharmed.
While I agree and love Yooka-Laylee dearly, there are elements that makes it inaccessible and frustrating to anyone but genre veterans. The camera being the most obvious. It's not necessarily worse than the old Spyro games or Ape Escape series, but even if someone could handle those, I would caution people on the difficulty in combination with the camera.
I saw Day9 play this the other day:
http://youtu.be/riToz2ErGrA
At 1:25 he discovers the first race in the first world and watching that gives you a good idea that the game handles things in the way games used to, when first learning to design objects interacting in a 3D world. In order to keep rolling in the race, you have to keep refilling your power bar by collecting butterflies. Notice how even missing a single one in one of the runs, means having to give up on the race, since there's no way of winning it then. And not only has he lost the race due to a single mistake, he can't even restart it right away, which he tries to at one point by running off the course.
It's made even more stressful by how difficult the single butterflies are to pick up, due to their small size. Making a character collide while rolling at high speed with such a small object, isn't easy and there's really no reason why such a pick-up wasn't made bigger. The very first butterfly pick up is also behind rocks so you almost can't see them, before you've passed them. So even before you get a feel for the race and the design it revolves around, the game is trying to thwart your progress.
And this is the first race in the first world.
It's very old fashioned design of the kind you often encountered in early 3D games. Whether you have the patience for something like that in the modern gaming world will vary from individual to individual. Personally I had no problems completing any of the challenges, but I could see it was making my friends wanting to throw the controller at the wall.
It's totally possible to recover after running out of stamina in the first race.
It's because we're bad at the game mang. It's not because the timer is ridiculously tight requiring a near perfect run. It's not because the obstacles are badly designed. It's not because the sliding mechanics suck ass. It's not because the pattern is inconsistent which eliminates most of the possibility for memorizing and learning from them. It's not because you can't manually restart if you hit a wall once and ruin your run. It's not because the game doesn't refill your health after the times goes zero and you can go back to the beggining with 1 butterfly left and no possibility to recover because you already ate the butterflies that were around so you might as well kill yourself first.
It's a masterclass in game design. You just have to git gud.
No, the ramp-related stuff is garbage game design, and the sliding mechanics are terrible. And "oh just skip it" is a complete cop out. Knock off the "git gud" bullshit and acknowledge the glaring flaws in the game, for they are many.
When's the last time Mario ever gave you a serious run for your money outside of the super-hard final level?
No, so you've gotta be defensive and dodge a lot. He follows the rule of threes, so pattern recognition will get you far.
Overall enjoying, but damn growing the mushrooms or whatever it is in world 3 is flat out awful. Its like impossible to control them as it, then it adds spikes to destroy it and wind to push it away? Its just not fun
Lick them! I found out with the last "seed", haha.
Dude, you are a life saver! Have no idea why I didnt think of that. I rolled the bottom 2 and was trying to do the same for the top one.
Lick them! I found out with the last "seed", haha.
Dude, you are a life saver! Have no idea why I didnt think of that. I rolled the bottom 2 and was trying to do the same for the top one.
I was just thinking "how did he possibly have so much trouble with this?" Well if you're not leading them by the tongue it's nigh impossible haha
There is no defending that. Also powerup timers continuing to run during cutscenes and still being vulnerable to attack even when you can't move your character. This game has flaws.
The defense comes in when people call it a bad game. Because it isn't. It has design flaws and uneven difficulty but it is far from a bad game. Sonic 06 is a bad game. It's fundamentally broken. Enter the Matrix is a bad game. It's boring and commands often just don't work. Yooka-Laylee works when yo tell it to (minus the camera at times), the platforming is tight, and the rewards are satisfying. It's a damn fine addition to the genre.
Man, fuck theboss fight. What terrible fucking game design, top to bottom. Add on performance issues when timing becomes REALLY FUCKING IMPORTANT, jesus christ Playtonic.I.N.E.P.T.
This game so often goes from being so, so much fun to absolute bullshit 'my-first-videogame' game design. The inconsistency is driving me crazy. I want to love this game, and I do for periods of time but then something new comes along and makes me want to drive over my PS4. Videogame industry veterans my arse, there are some inexcusable design choices in this game, as well as a complete lack of other basic elements.
I'm at a complete loss, how in the hell do I get to world 4? the design of the hub is a mess unless they made it intentionally hard to find and annoying.
World 5 was pretty great, not getting the layout complaints from some reviews "it's so random!" they seem to say.
Not really? there's a central area that has numerous branch offs to the different islands, in general the concept is ocean islands...in space! of which they succeed at, the areas are close enough in general you can choose to just use the newly obtained flight to skip using the tubes if you so feel like it.
Solid set of challenges in this area as well and a great transformation, I only had to succumb to a guide for my very last collectable which was the ghost writer that tries to wallop you.
Almost feels like by the time the more negative reviews reached this point of the game they were simply determined to not like anything it did.
Could you tell me where that ghost writer is, by chance? I'm missing him, 9 quills, and 3 pagies (only missing one that isn't gotten from ghost writers or quills). I've flown all over this level (to the point where I hit a kill plane up in the sky, cause I was traveling so far up).
Is that area in world 5 with the porta potties worth anything? A couple quills but that's all I could find.
No one says the game is perfect, just that its positives outweigh the negatives. Tough challenges do not make the game bad. Putting them back in the oven would be an improvement, but a handful of unfair challenges just doesn't bring the entire game down to Jim Sterling territory.
Could you tell me where that ghost writer is, by chance? I'm missing him, 9 quills, and 3 pagies (only missing one that isn't gotten from ghost writers or quills). I've flown all over this level (to the point where I hit a kill plane up in the sky, cause I was traveling so far up).
He's at the top of the golf course. As for the porta-potty area, did you talk to the guy in the toilet?
the ghostwriter is near the start of the Black Hole Golf Course. You have to fly up in there..
As for quills the final ones I got was. Weirdly enough they I got a hunter alert, even though they aren't that hidden, so there's a chance you get alerts with the tonic equipped, if there are only a few objects left to collect. Can anyone confirm that?on top of the ship
As for quills the final ones I got was. Weirdly enough they I got a hunter alert, even though they aren't that hidden, so there's a chance you get alerts with the tonic equipped, if there are only a few objects left to collect. Can anyone confirm that?on top of the ship
Did you?ground pound the lone rock under the tree next to the ship