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Re: request grab-bag

Posted: 10 Oct 2019, 07:38
by Crow


it's basically a DKC spiritual successor with a zelda-esque overworld? made by former rare developers so you know. might be up rao's alley

Re: request grab-bag

Posted: 10 Oct 2019, 20:11
by SAJewers
SAJewers wrote: 4 years ago throwing this here incase raocow is interested

just posting to notify people that were interested that it's now out


Re: request grab-bag

Posted: 14 Oct 2019, 03:14
by ano0maly
Has Spyro trilogy come up as a request yet? Now that raocow is getting more experience with 3D games with Crash games (and A Hat in Time in upcoming future) maybe he'll enjoy Spyro too.

Re: request grab-bag

Posted: 14 Oct 2019, 03:46
by Leet
I think he would enjoy it

but the fight with dr shemp sure would be awkward on here lol


Re: request grab-doggie bag

Posted: 14 Oct 2019, 03:48
by Awoo
Leet wrote: 4 years ago I think he would enjoy it

but the fight with dr shemp sure would be awkward on here lol

10/10 would watch

Re: request grab-bag

Posted: 14 Oct 2019, 22:13
by KobaBeach
Leet wrote: 4 years ago I think he would enjoy it

but the fight with dr shemp sure would be awkward on here lol

do it anyway

Re: request grab-bag

Posted: 15 Oct 2019, 03:44
by Crow
did that user get banned at some point or something

Re: request grab-bag

Posted: 15 Oct 2019, 03:49
by Grounder
yes

Re: request grab-bag

Posted: 15 Oct 2019, 09:24
by LatexHydra

Re: request grab-bag

Posted: 18 Oct 2019, 08:08
by Gardenolva

Re: request grab-bag

Posted: 19 Oct 2019, 03:41
by Voltgloss
I finally got around to re-finishing La-Mulana 2, and am pleased to report the bugs that had plagued prior patches appear to be fully stamped out. All should be good for when raocow decides he's ready to return.

Re: request grab-bag

Posted: 19 Oct 2019, 10:07
by Alice
Voltgloss wrote: 4 years agoI finally got around to re-finishing La-Mulana 2, and am pleased to report the bugs that had plagued prior patches appear to be fully stamped out. All should be good for when raocow decides he's ready to return.
Is it still as endlessly infuriating to bother with as it was? The last field in particular was total garbage but about 90% of the trap setups in the game were tedious and frustrating rather than actually any good.

Re: request grab-bag

Posted: 19 Oct 2019, 10:53
by Voltgloss
Alice wrote: 4 years ago
Voltgloss wrote: 4 years agoI finally got around to re-finishing La-Mulana 2, and am pleased to report the bugs that had plagued prior patches appear to be fully stamped out. All should be good for when raocow decides he's ready to return.
Is it still as endlessly infuriating to bother with as it was? The last field in particular was total garbage but about 90% of the trap setups in the game were tedious and frustrating rather than actually any good.
I do not share your opinion.
I had a great time replaying it.

Re: request grab-bag

Posted: 22 Oct 2019, 02:57
by 11clock
Please take a look at Yooka Laylee Impossible lair if you can. It is probably the best platformer I ever played, and I don't mean that lightly.

Re: request grab-bag

Posted: 22 Oct 2019, 17:18
by Crow
...I'm glad you're enjoying it but to me the level design feels stunningly mediocre, shrug

The final level is just plain bad though. Both in design and at a conceptual level.

Re: request grab-bag

Posted: 22 Oct 2019, 19:01
by Grounder
Cyril wrote: 4 years ago ...I'm glad you're enjoying it but to me the level design feels stunningly mediocre, shrug

The final level is just plain bad though. Both in design and at a conceptual level.
I mean, if you can't stand marathon levels, I can understand why you wouldn't like it conceptually.

As for design, though, I'm guessing you got hit 51 times and lost? I've seen the thing being played, the design seemed just fine to me.

Re: request grab-bag

Posted: 22 Oct 2019, 21:43
by 11clock
Cyril wrote: 4 years ago ...I'm glad you're enjoying it but to me the level design feels stunningly mediocre, shrug

The final level is just plain bad though. Both in design and at a conceptual level.
To each their own. To me the levels are fantastic and really fun to platform through. Even that windmill level that looked boring at first ended up becoming one of my favorite levels. Impossible Lair feels like a proper follow up to the Classic DKC trilogy.

I highly disagree with the quality of the Impossible Lair itself. I have only been up to 47% through it so far but it has some of the best platforming sections in the entire game. It’s all very demanding but also very fair (every time I lose a bee it feels like my own fault) and the Lair feels conquerable with enough bees and practice. I also like returning to it every once in a while to see how far I can get.

Re: request grab-bag

Posted: 23 Oct 2019, 01:49
by Archived
Archived

Re: request grab-bag

Posted: 23 Oct 2019, 05:51
by Crow
Grounder wrote: 4 years ago
Cyril wrote: 4 years ago ...I'm glad you're enjoying it but to me the level design feels stunningly mediocre, shrug

The final level is just plain bad though. Both in design and at a conceptual level.
I mean, if you can't stand marathon levels, I can understand why you wouldn't like it conceptually.

As for design, though, I'm guessing you got hit 51 times and lost? I've seen the thing being played, the design seemed just fine to me.
is it hard? yes
is it fair? mostly, i guess. some bits seem a tad bs but w/e
is it fun? no, not at all. the platforming just doesn't feel good. it's very smw romhack-y in a bad way. sure, the thing i'm doing is hard and takes precision to do well and it's learnable but it's not, like, a fun hard. celeste is a fun hard. dustforce is a fun hard. rayman origins gets to be that right level of fun hard towards its endgame & secret level. you can make a perfectly fine and fair level that's still badly designed in the sense that it's full of slow moving platforming and loads of waiting around or dodging slow cycles, and basically slight variations on the same boss fight 4 times

but also being a marathon level doesn't help, yes

Re: request grab-bag

Posted: 23 Oct 2019, 13:58
by 11clock
Cyril wrote: 4 years ago
Grounder wrote: 4 years ago
Cyril wrote: 4 years ago ...I'm glad you're enjoying it but to me the level design feels stunningly mediocre, shrug

The final level is just plain bad though. Both in design and at a conceptual level.
I mean, if you can't stand marathon levels, I can understand why you wouldn't like it conceptually.

As for design, though, I'm guessing you got hit 51 times and lost? I've seen the thing being played, the design seemed just fine to me.
is it hard? yes
is it fair? mostly, i guess. some bits seem a tad bs but w/e
is it fun? no, not at all. the platforming just doesn't feel good. it's very smw romhack-y in a bad way. sure, the thing i'm doing is hard and takes precision to do well and it's learnable but it's not, like, a fun hard. celeste is a fun hard. dustforce is a fun hard. rayman origins gets to be that right level of fun hard towards its endgame & secret level. you can make a perfectly fine and fair level that's still badly designed in the sense that it's full of slow moving platforming and loads of waiting around or dodging slow cycles, and basically slight variations on the same boss fight 4 times

but also being a marathon level doesn't help, yes
I find this interesting. I personally find the platforming in the Lair to be very enjoyable. It may even be my favorite level. But I may change my mind when I start taking serious attempts. So far my high score is 50%. The third B fight is tough.

I think that the B fights are varied enough. He introduces a plethora of new attacks each time to keep the fight fresh.

EDIT: Then again, Crash 1 is my favorite of the original Crash trilogy and that is filled with what you described so take that what you will.

EDIT 2: There are some platformers that everyone seems to like and I hated as well. For example I thought that BattleBlock Theater was terrible despite its positive reception. I didn’t like Shovel Knight either. Yooka Laylee Impossible Lair was pretty well received and you thought it was mediocre. Different strokes for different folks.

EDIT 4: Just tried the Lair again to see what you were talking about and analyze it more closely. Outside of the elevator bits I honestly don't see what you're talking about. The Impossible Lair has a good flow to it and it feels good to get through each section.

Re: request grab-bag

Posted: 23 Oct 2019, 14:55
by BobisOnlyBob
11clock wrote: 4 years ago I thought that BattleBlock Theater was terrible despite its positive reception.
Oh thank god there's someone else that thinks that game is a mess, we must be kindre...
11clock wrote: 4 years ago I didn’t like Shovel Knight either.
You are dead to me

Re: request grab-bag

Posted: 23 Oct 2019, 15:02
by 11clock
BobisOnlyBob wrote: 4 years ago
11clock wrote: 4 years ago I thought that BattleBlock Theater was terrible despite its positive reception.
Oh thank god there's someone else that thinks that game is a mess, we must be kindre...
11clock wrote: 4 years ago I didn’t like Shovel Knight either.
You are dead to me
I really liked Specter of Torment though. That enough for forgiveness? :>

Re: request grab-bag

Posted: 23 Oct 2019, 15:07
by ano0maly
obvious solution is to have raocow play it and see which of you he agrees with (loser buys pizza)
11clock wrote: 4 years ago
Then again, Crash 1 is my favorite of the original Crash trilogy and that is filled with what you described so take that what you will.
wow

Re: request grab-bag

Posted: 23 Oct 2019, 15:16
by 11clock
ano0maly wrote: 4 years ago obvious solution is to have raocow play it and see which of you he agrees with (loser buys pizza)
11clock wrote: 4 years ago
Then again, Crash 1 is my favorite of the original Crash trilogy and that is filled with what you described so take that what you will.
wow
I really liked Crash 2 until the last two worlds, then the game suddenly became godawful with really cheap level design and difficulty (the bee levels, the jet pack levels, the factory levels).

Crash 3 was just felt lacking in level design, felt too easy and levels had too much “empty” space. Just thought that the game was a bit boring.

I like Crash 1’s difficulty and sense of rhythm in its level design. Thus my favorite.

Note I didn’t 100% any of the games. I am not a completionist.

Re: request grab-bag

Posted: 23 Oct 2019, 16:01
by Crow
I'm amused we can agree that BattleBlock Theater is one of the worst 2D platformers of all time if nothing else

But it gets a free pass from the rabble because "it's funny" (it isn't at all)

Also I worry impossible lair will have a Pantheon of Hollownest problem because the last level is like, 20-25 minutes even if you play it perfectly apparently

Each failed attempt is a big timesink that's not really sustainable for an LP format