Celeste: Farewell - Au Revoir
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Ditocoaf
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Re: Celeste: Farewell - Sampai jumpa
I mean, I say this, but I know breaking a longstanding habit like that isn't always reasonable. Just something I've noticed!
Re: Celeste: Farewell - Sampai jumpa
Re: Celeste: Farewell - Sampai jumpa
As someone who plays of a lot of SMW, it's a hard habit to break, considering holding jump button in that game actually slows down the fall, allowing more control over jump arch, and in most games it's not an issue to do it.Ditocoaf wrote: ↑2 years ago raocow, I think you'd really benefit by breaking that habit of "tapping the jump button once to jump, then holding it again to extend the jump". I think you have a lot of experience in games where that happens to work, but the usual theory of jumping is "press and hold the jump button, holding it longer for a bigger jump", all as one press. I think there've been a few cases now, where games are bad at 'showing you what you're doing wrong' because they don't expect anyone to do it your way.
I mean, I say this, but I know breaking a longstanding habit like that isn't always reasonable. Just something I've noticed!
- yoshicookiezeus
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Re: Celeste: Farewell - Sampai jumpa
Re: Celeste: Farewell - Sampai jumpa
Right now I'd say this is the room I recall being the second most difficult in the chapter. But I've already had a couple of instances of difficult rooms I had suppressed forgotten so far (including this one), so I don't consider my memories reliable enough to say that with confidence.
Re: Celeste: Farewell - Do svidaniya
the rest of Farewell does continue to use them, but the chapter doesn't have many spots where you're expected to chain one with the other, or to time them with a moving target.
Here's what I wrote in a review of Farewell about what people call the "comb room":
invincibility and infinite dashes & stamina
, so it should be pretty painless to get back to a room even when you can only enter a chapter at a few spots. (To enable Assist (or Variant) Mode, toggle it at the file select, and then in-game you can toggle its individual functions.)Re: Celeste: Farewell - Do svidaniya
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Ditocoaf
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Re: Celeste: Farewell - Sampai jumpa
I can definitely understand habits being hard to break, but... I've always been confused by the "letting go" part of "letting go and re-pressing". Does SMW have some reason you'd want to release the jump button for the early part of a jump, instead of just keeping it held from the initial press?xfix wrote: ↑2 years agoAs someone who plays of a lot of SMW, it's a hard habit to break, considering holding jump button in that game actually slows down the fall, allowing more control over jump arch, and in most games it's not an issue to do it.Ditocoaf wrote: ↑2 years ago raocow, I think you'd really benefit by breaking that habit of "tapping the jump button once to jump, then holding it again to extend the jump". I think you have a lot of experience in games where that happens to work, but the usual theory of jumping is "press and hold the jump button, holding it longer for a bigger jump", all as one press. I think there've been a few cases now, where games are bad at 'showing you what you're doing wrong' because they don't expect anyone to do it your way.
I mean, I say this, but I know breaking a longstanding habit like that isn't always reasonable. Just something I've noticed!
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Ditocoaf
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Re: Celeste: Farewell - Do svidaniya
I think he meant, if he finished the chapter, he'd be bothered by this one room he "skipped", and wish for a way to go back and fill it back in.ano0maly wrote: ↑2 years agoAbout Assist Mode - I don't see why you need to revisit a particular room? I would picture it as using assist functions to make a particular room easier and then just continuing on with the game. But if you need to, Assist Mode has functions likeinvincibility and infinite dashes & stamina
, so it should be pretty painless to get back to a room even when you can only enter a chapter at a few spots. (To enable Assist (or Variant) Mode, toggle it at the file select, and then in-game you can toggle its individual functions.)
But yeah, like you're saying, you can always use assist mode to quickly get back TO any room you'd like.
Re: Celeste: Farewell - Sampai jumpa
Jumping low while wanting to have slowest possible fall.Ditocoaf wrote: ↑2 years agoI can definitely understand habits being hard to break, but... I've always been confused by the "letting go" part of "letting go and re-pressing". Does SMW have some reason you'd want to release the jump button for the early part of a jump, instead of just keeping it held from the initial press?xfix wrote: ↑2 years agoAs someone who plays of a lot of SMW, it's a hard habit to break, considering holding jump button in that game actually slows down the fall, allowing more control over jump arch, and in most games it's not an issue to do it.Ditocoaf wrote: ↑2 years ago raocow, I think you'd really benefit by breaking that habit of "tapping the jump button once to jump, then holding it again to extend the jump". I think you have a lot of experience in games where that happens to work, but the usual theory of jumping is "press and hold the jump button, holding it longer for a bigger jump", all as one press. I think there've been a few cases now, where games are bad at 'showing you what you're doing wrong' because they don't expect anyone to do it your way.
I mean, I say this, but I know breaking a longstanding habit like that isn't always reasonable. Just something I've noticed!
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Ditocoaf
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Re: Celeste: Farewell - Do svidaniya
- BobisOnlyBob
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Re: Celeste: Farewell - Do svidaniya
A common strat is actually to diagonally dash into it iirc and slide off the right edge at its lowest point
Re: Celeste: Farewell - Alvida
There's one other room I can think of where fast fall would be useful - the vertical drop where you can choose left or right pathways and you dodge moving stars.
Re: Celeste: Farewell - Alvida
- Crow
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Re: Celeste: Farewell - Hanggang sa muli
there's also a room way towards the start of the level where fast falling helps though it's not 100% 100% required?
i don't think any other rooms in the level require fast falling
- yoshicookiezeus
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Re: Celeste: Farewell - Auf wiedersehen
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Re: Celeste: Farewell - Auf wiedersehen
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Ditocoaf
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Re: Celeste: Farewell - Auf wiedersehen
And... I really like that, it's a neat point of ambiguity which I could totally see holding up a compelling world design. But then, within that world, there's no sense of progression or differentiation. At the beginning of the B side, the computer-y aspect was added and the background changed to to the maw of the void. On either side of that divide, each room looks like each other room. (Mechanically, too: it rarely feels like the rooms have any reason to be in the order that they're in, other than the jellyfish and wavedash tutorials -- the rooms just kinda jump from one idea to another without building on each other.) You could play most of this on "shuffle" and not notice.
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Re: Celeste: Farewell - Auf wiedersehen
we are literally two screens away from an aesthetic change hold your horses y'all
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Ditocoaf
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Re: Celeste: Farewell - Auf wiedersehen
I mean, I acknowledged that there was already an aesthetic change at the start of the B-side section. I'm expecting another change to mark the start of the C-side, that maintains what I was saying in my post.
(I'm also expecting that change to be pretty dang cool, and probably surprise me somehow! I'm genuinely looking forward to it.)
It's the difference between one big change, and more frequent smaller differences -- the "all at once" approach is successfully making each side feel different, but within each side it doesn't feel like you're progressing from room to room.
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Re: Celeste: Farewell - Auf wiedersehen
the glitchy segment has only been going on for what counts as "two sections" of the eight sections in the level, fwiw, but yeah it is the longest stretch of the level
Re: Celeste: Farewell - Hamba kahle
In the game, the chimes are separate from the BGM. In past chapters, the blocks follow the rhythm of the beats, which are synchronized with the music, so you can listen to the BGM to get more of the feel for the timing. Here though, the BGM was made to be an ambient theme that's simple, quiet, and continuous, so as to not interfere with the chimes that the players would be listening to.
It looks like the game took a different approach here because there are up to four colors and the chime rate varies.
This is why everything pauses in previous block sections when you pause the game, but here the music (and not the chimes) keeps playing.- Crow
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Re: Celeste: Farewell - Poitu varein
the real real REAL celeste starts here!