Harm Bunnies in Yahtzee's Newest Game

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MelasZepheos:

Z, X and Space Bar should not be in the same control system, espeially for a game requiring fast action of both shooting, grenades and jumping, sometimes combined. The map is entirely useless, and there are numerous control errors.

I think the thing that most annoyed me is that it gives absolutely no hints about what to do or where to go. I'm not looking for handholding, but when I end up backtracking through every single room dodging the luck based challenges just to try and find the door to the next area we've moved from 'challenging' to 'boring.' Also, the needlessly finicky jumping puzzle in the library, the lack of a decent save system and the absolute dearth of necessary save points...

I agree with some of that, especially the difficulty spike. But what's wrong with the control scheme? You're not the first to mention the keys, so I'm curious. I got used to it in the first 60 seconds, a finger for each key. Also, how can the map be useless? it shows where you are and what to do with huge red Xs. Most metroidvania games are way harder to navigate!

Diego Floor:
I agree with some of that, especially the difficulty spike. But what's wrong with the control scheme? You're not the first to mention the keys, so I'm curious. I got used to it in the first 60 seconds, a finger for each key. Also, how can the map be useless? it shows where you are and what to do with huge red Xs. Most metroidvania games are way harder to navigate!

Not everyone has full desktop keyboard. I played it on my laptop which has really small directional arrows and because of this I use WSAD keys even for platformers and such. I got used to it eventually but God, was it pain in the ass. The ability to remap keys should be standard (not to mention some internetional keyboard layouts keep moving Z key all over the place).

Finished the game on 100%, got Good ending

but I have no idea what to do for secret ending.

Well, I'm not sure I can finish it. I'm trying to beat what appears to be the last part (don't want to spoil) and I'm not very excited about trying again anytime soon. So I'll lay down my final opinion anyway.

It's a solid design. Innovative in the way it takes the metroidvania gameplay, tone down the exploration aspect and accentuate the action aspect. Instead of calmly navigating through the environment, listening to some soothing piano, I'm always shooting, jumping and running like a maniac.

Aside from a few particular situations, the controls respond well. Shooting in four directions is a feature well explored by the level design; you can frequently find ways to defeat an enemy without necessarily sharing the same tiny platform they stand, shooting up or down (by jumping over it). A few problems: Leaving water with the abilities of wall jump and sink is a nightmare. What aggravates this is that several parts have the water level right in the intersection between two screens, and the transition "forgets" the commands you were sending (if you were moving to the right when changing screens, it forgets so). Also, and this is not a bug, the controls would benefit by being able to control how high you can jump. But the level design takes care to avoid situations where you NEED to jump just a little bit.

As is common in these kind of game, you gain new abilities as you progress. This is nicely done, as each new ability allows you to further explore places you've been before (or not). For example, after being able to sunk in water you try to remember all the places with water you've been through, and they usually reward you well. The abilities are also really clever :) In the artifacts part, it could be clearer (hinted in some way) what order would be better, in my opinion.

All right! One cannot talk about this game and not mention the story. Yahtzee's previous games, books, reviews etc are a definite hint that this is his strong point (even though my favorite is Trilby: the art of theft, which is heavily gameplay based). Both the story and story telling are incredibly engaging. Can't say much about it.. it's definitely the strong point of the game. Too bad I didn't get to see the end, yet.

Now to the major flaw of the game, in my opinion: who the hell beta tested this game? D.A.R.Y.L?? The level design undermined with unforeseen dangers that force you to memorize them. I mean, memorize them when the level is kind enough to present you with a pattern, because some parts are filled with unforeseen AND random dangers. So instead of the challenging kind of difficult, it's just plain frustrating. And I say this having played with a very large life meter and the power to exchange mines for life.

At first I thought "hey, this is a cool save system!" But considering the above problem I would prefer something more compact, like a flag you cross or something.

So that's it. Honestly, I think anyone complaining about anything else but the difficulty is just blowing off steam from a recent rage quit. The whole gameplay design is very good and the story - and related aspects - is awesome. The level design needs to be polished though. Too hard and too unforgiving.

Back again to just say, really not worth it. Frustrating kind of difficult instead of actually challenging and interesting. Terrible save system and not particularly well paced save points. Controls are finnicky at best and downright unhelpful at worst. Enemies are basically all Goddamned Bats. Feels like it wasn't playtested at all to make sure there weren't glitches.

If you like IWTBTG and forcing yourself to learn by muscle memory and luck the right route to take through a game the sure, but otherwise this is a poor entry from the man who once made such greats as the Trilby series.

MelasZepheos:
Not particularly fun I have to say. For all of his complaining about the faults of other games he seems to have gone out of his way to then make exactly the same faults in his own game. To hear him talk about his own experience in Extra Punctuation it would seem like he knows what he's doing so to receive something like this is a little disappointing.

Z, X and Space Bar should not be in the same control system, espeially for a game requiring fast action of both shooting, grenades and jumping, sometimes combined. The map is entirely useless, and there are numerous control errors.

I think the thing that most annoyed me is that it gives absolutely no hints about what to do or where to go. I'm not looking for handholding, but when I end up backtracking through every single room dodging the luck based challenges just to try and find the door to the next area we've moved from 'challenging' to 'boring.' Also, the needlessly finicky jumping puzzle in the library, the lack of a decent save system and the absolute dearth of necessary save points...

I almost feel like taking on Yahtzee's voice here:

'Did you think every other game had save points after bosses or particularly difficult jumping sections just because of peerp pressure and because all his mates told him too? No, it's because once a player has finished your puzzle he wants to know that he won't have to do it again because a first level bat blindsided him in the next room.'

And of course, opening the map doesn't pause the game. I have counted four separate occasions in Yahtzee's own videos where he has condemned games for this very flaw. Why then Yahtzee, did you include it in your own game? Is it because you wanted it to look like a bad game?

Wouldn't be the first time Yahtzee's contradicted himself, won't be the last. It's generally a good idea to remember that only half of his complaints are genuine, the others are just things he thought he could make a good joke out of.

Is anyone on the oil rig level? FUUUUCK that pissed me off. The annoying thing is I LIKE the gameplay, but the severe lack of save points means that whenever I die, which is quite often on the fucking oil rig level, I have to do the same thing OVER and OVER, even though I've memorised the pattern and know exactly how to beat it, to get to the part of the level I'm struggling with!

Make more save points! Keep the same difficulty, but don't make me do the same thing time after time!

GAH.

So Somebody had to...

I feel dirty that it was me

Zero Punctuation style review of the game

http://www.youtube.com/watch?v=38AxI60_sjM&feature=plcp&context=C497ed1bVDvjVQa1PpcFNaASkEItD2Ze_MqrIVYKTfkk-oL4EL2T8=

Kapitan_Jack:
Also, how to pick up [Completion Rewards]?

Walk to the right at the start, towards New Game and shoot the ones you wish to equip.

Yeah, I suspect the secret ending involves either not killing anything or sparing the bit-before-the-boss relevant monsters. Or maybe even just not trying saving your game in the dark room. In fact, Im pretty sure it has something to do with that area because the real final boss is the

Having said that, the story still makes utterly no sense because the first damaging monster you encounter immediately after falling down the hole (before meeting Rebecca) is a Dark One possessed rabbit.

OhJohnNo:

MelasZepheos:
I almost feel like taking on Yahtzee's voice here:

'Did you think every other game had save points after bosses or particularly difficult jumping sections just because of peerp pressure and because all his mates told him too? No, it's because once a player has finished your puzzle he wants to know that he won't have to do it again because a first level bat blindsided him in the next room.'

Wouldn't be the first time Yahtzee's contradicted himself, won't be the last. It's generally a good idea to remember that only half of his complaints are genuine, the others are just things he thought he could make a good joke out of.

Actually, this is handled incredibly well. I'm guessing you never actually died after a boss battle. Whilst the game doesn't save save, you do get a temporary checkpoint after a boss (like you do in the final part of the game each room) so you can have another crack at that Goddamned Bat.

Keswick Gallagher:
So Somebody had to...

I feel dirty that it was me

Zero Punctuation style review of the game

http://www.youtube.com/watch?v=38AxI60_sjM&feature=plcp&context=C497ed1bVDvjVQa1PpcFNaASkEItD2Ze_MqrIVYKTfkk-oL4EL2T8=

Loved it, very well done sir!

Especially liked the intro and outro!

Nope, sorry, I'm done at 53%. Jumping puzzles are one thing but putting a hard-to-kill knockback enemy on a platform I CAN'T SEE until I'm at it so I have to redo the puzzle perfectly at least twice more (and I'm a half dozen jumping puzzles from a savepoint in either direction) is leaning dangerously close to Kaizo territory.

Oh, and sequences like jump/shotgun-jump/wall-jump/shotgun-jump would be problematic WITHOUT the surprise teleporting spikes. Similar mechanics on wildly different button sequences (space or down+X) require me to focus on the controls instead of the game, and any game that makes me think constantly about the controls is just unimmersive. It's like a typing tutor with less real-world use unless you're doing data entry for a company that rates porn movies.

So I'm just gonna wait for the inevitable Let's Play.

snave:
Having said that, the story still makes utterly no sense because the first damaging monster you encounter immediately after falling down the hole (before meeting Rebecca) is a Dark One possessed rabbit.

The terms of the treaty CLEARLY and EXPLICITELY state that no Spirit nor Dark One shall make a compact with a HUMAN. There is nothing about bunnies. Consider yourself outnerded.

well the game is ok.
the gun is slightly glitched (shows shooting animation but does not register hit)
and the controls could be a bit refined.
some parts need a bit of polishing (you can sometimes 'levitate' on a edge)

snave:
[...]
Yeah, I suspect the secret ending involves either not killing anything or sparing the bit-before-the-boss relevant monsters. Or maybe even just not trying saving your game in the dark room. In fact, Im pretty sure it has something to do with that area because the real final boss is the [...]

Having said that, the story still makes utterly no sense because the first damaging monster you encounter immediately after falling down the hole (before meeting Rebecca) is a Dark One possessed rabbit.

The not saving hypothesis is broken because the game won't let you progress past the part until you save your game.

Furthermore, when saving Rebecca, you have to kill the 3 bunnies on near her in order to progress.
so that one guess about not killing any bunnies at all is ruled out.

Having beaten the game, I do not agree that the difficulty is comparable to I Wanna Be the Guy. It's closer to VVVVVV or a tamer Super Meat Boy.

Boring and unamusing. Controls are counterintuitive. Jumping is clunky. Background platforms you can walk through for some reason block your shots. Fix any one of these issues and I might bother to play it past the first boss, as it stands now, well, let's just say I'm glad it didn't cost me anything.

I'd say the difficulty is actually below that of VVVVVV (especially considering the optional bits for 100% completion), except for those with keyboard incompatibilities. It is possible to still get by with rapid button taps, but the difficulty ramps up a lot if you luck out that way. Having said that, isn't the entirety of the forest after getting the double jump completely optional?

Hmm... the trial bit only has you fighting unposessed bunnies, so the possibility that you have to not kill bunnies nor pink guys in the library still remains. I didn't know about the inability to walk past the save point. I naturally did as expected of me and ran in to "save". By the way, what happens if you load at that point? The save did something because my saved progress dropped for 85%ish to a clean 70% at the final save point.

Also, anyone got the "bad ending"? Can you even enter the Dark Realm without finding all the tea?

gyroc1:

snave:
[...]
Yeah, I suspect the secret ending involves either not killing anything or sparing the bit-before-the-boss relevant monsters. Or maybe even just not trying saving your game in the dark room. In fact, Im pretty sure it has something to do with that area because the real final boss is the [...]]

Having said that, the story still makes utterly no sense because the first damaging monster you encounter immediately after falling down the hole (before meeting Rebecca) is a Dark One possessed rabbit.

The not saving hypothesis is broken because the game won't let you progress past the part until you save your game.

Furthermore, when saving Rebecca, you have to kill the 3 bunnies on near her in order to progress.
so that one guess about not killing any bunnies at all is ruled out.

Having beaten the game, I do not agree that the difficulty is comparable to I Wanna Be the Guy. It's closer to VVVVVV or a tamer Super Meat Boy.

ok I just replayed the game and got the Alternative ending....it's interesting and highly unexpected and VERY hard....

and yes the method is simply don't kill any blemmings, any of the white rabbits at the start of the game and don't shoot the grounds keeper when he challenges you to fisty cuffs

I'm now in the Abyss, trying to climb a dark cave piece by piece while Spirit Bombs are being thrown at me constantly and CRUELLY! This is... this is just more than skill, this is pure dumb luck and I for one don't have the patience to do this for more than 15 minutes... and when you die, welp! We'll send you back to the save point before the disgustingly unforgiving escape section.

I need a break.

BloodWriter:
I'm now in the Abyss, trying to climb a dark cave piece by piece while Spirit Bombs are being thrown at me constantly and CRUELLY! This is... this is just more than skill, this is pure dumb luck and I for one don't have the patience to do this for more than 15 minutes... and when you die, welp! We'll send you back to the save point before the disgustingly unforgiving escape section.

I need a break.

Been there. I took a couple of days off and tried again, and succeeded :) This is the hardest part of the game. When you reach the next save spot rest assured that the worst is done.

Keswick Gallagher:

gyroc1:

snave:
[...]
Yeah, I suspect the secret ending involves either not killing anything or sparing the bit-before-the-boss relevant monsters. Or maybe even just not trying saving your game in the dark room. In fact, Im pretty sure it has something to do with that area because the real final boss is the [...]]

Having said that, the story still makes utterly no sense because the first damaging monster you encounter immediately after falling down the hole (before meeting Rebecca) is a Dark One possessed rabbit.

The not saving hypothesis is broken because the game won't let you progress past the part until you save your game.

Furthermore, when saving Rebecca, you have to kill the 3 bunnies on near her in order to progress.
so that one guess about not killing any bunnies at all is ruled out.

Having beaten the game, I do not agree that the difficulty is comparable to I Wanna Be the Guy. It's closer to VVVVVV or a tamer Super Meat Boy.

ok I just replayed the game and got the Alternative ending....it's interesting and highly unexpected and VERY hard....

and yes the method is simply don't kill any blemmings, any of the white rabbits at the start of the game and don't shoot the grounds keeper when he challenges you to fisty cuffs

He is really hard isn't he I was stuck on him for a day. But I second this is how you get the secret ending don't kill the blemmings, don't kill the white rabbits, you can shoot the grounds keeper but you have to let him hit you first. Once you do that have fun trying to beat the boss people :P

Diego Floor:

BloodWriter:
I'm now in the Abyss, trying to climb a dark cave piece by piece while Spirit Bombs are being thrown at me constantly and CRUELLY! This is... this is just more than skill, this is pure dumb luck and I for one don't have the patience to do this for more than 15 minutes... and when you die, welp! We'll send you back to the save point before the disgustingly unforgiving escape section.

I need a break.

Been there. I took a couple of days off and tried again, and succeeded :) This is the hardest part of the game. When you reach the next save spot rest assured that the worst is done.

Indeed just take your time climbing and be reallly careful not to get hit. I will disagree this is not the hardest part of the game (that ending yes). Go get the secret ending then we'll talk.

Harker067:

Diego Floor:

BloodWriter:
I'm now in the Abyss, trying to climb a dark cave piece by piece while Spirit Bombs are being thrown at me constantly and CRUELLY! This is... this is just more than skill, this is pure dumb luck and I for one don't have the patience to do this for more than 15 minutes... and when you die, welp! We'll send you back to the save point before the disgustingly unforgiving escape section.

I need a break.

Been there. I took a couple of days off and tried again, and succeeded :) This is the hardest part of the game. When you reach the next save spot rest assured that the worst is done.

Indeed just take your time climbing and be reallly careful not to get hit. I will disagree this is not the hardest part of the game (that ending yes). Go get the secret ending then we'll talk.

Well I finally got it now and finished the game, have to say that the Good ending boss was waaaayy easier than the Bad ending version.

First, I just want to say: FIN-AL-LY! A challenging game! F-@#$%g hell, I can't believe I am actually getting frustrated by something, after all these years, and I've yet to show my new monitor some 'old-school lovin'', if you know what I mean.

As for the game, it's actually really good, It's very well designed and a lot of detail has been integrated into the sound and visual qualities (such as the shotgun sound, and the little splatter the rabbit giblets make when they hit the ground). I am half-way through it, and I must say that's its quite interesting, not only terms of challenges and gameplay, but also the story is well-told.

But here are some aspects of the game, that I personally think should, or might've been, improved:

Make an abillity-equip menu - Having to go backtrack all the way to a village or somewhere around the map where there's a shop (and considering there are about, like, three in the whole game) every time you want to switch an ability is quite tedious and unintuitive. For example, if you reach a boss fight (which tend to pop-up quite unexpectedly, most of the time) and you find yourself stuck with [spoiler] the shield ability, or something of the sort, especially [spoiler] in that water-boss fight, then you're basically screwed, aren't you? And having to go back through all the arduouss levels up to that point, and back again is definitely not something you would consider doing. I understand that you can't have all your abilities equiped, not only because of the technical problems, but because it will vastly unbalance the game; but this could've easily been countered by making a menu from which to select your abilities. Hell, you don't even have to make a separate menu for that, the 'Quit?' screen would've made a perfect template.

Skippable cutscenes - This isn't a major problem, but every time you die, in either a boss fight, or before a major plot point, where your adorable ghost-friend explains certain aspects or whatever, you have to go through their dialogue, skipping it one by one every single time, and that really breaks the flow. Especially when you're teeth are at breaking point, because you've failed to beat a boss fight for the umpteenth time, and it just adds another layer of frustration to your typical gamer's feeble and easily-irritated mind. But as I said, that's not quite a big deal, and there are easy solutions to this. I.e. make safe points after the dialogue, or just make a button that skips it all.

Respawning badies - Now, I understand that for grinding reasons, you need to have respawning enemies that drop coins all the time, but surely them respawning after a mere switch of local is a bit of a.. bitch? Why not make them respawn every time you load a save, or something of the sort, and not have to worry about those 'cheeky, low-flying bats' when you're returning to the blue-peeps' village.

Lastly, there are some glitches with the shotgun from time to time - it doesn't hit enemies at certain points - but that doesn't happen too often to be a big issue. Also, with Derek getting stuck in the scenery, as well (especially in the unterwater levels).

But, yeah, overall it's a great expirience, and I love playing it. Level design is awesome, sound effects are great, puzzles are challenging and satisfying, story line is top notch, and I can't wait to see it through to the end! :)

Evil Smurf:

Jeo:

BlackFrost55:
Oh cool, Norton won't let me run the installer because it's "high risk."

Just a few more months and I can stop using that program... ugh.

People still use Norton in this day and age?

I use a Mac so I can afford to be high and mighty about viruses

No you can't.

That may have been true ten years ago, today.... not so much.

OT: I'm not the biggest fan of indie 2D platformers unless they look and play real slick. Even then I never finish them.

If the worms kill the purple chaps in the library, does that count against you?

Edit: No, it does not. Worth keeping in mind when you go for the left mechanism.

Why can't i customise the controls ?
Have you ever seen a keyboard with german layout, no ?

Let me show you something:

image

I'm stuck at around 20% at the first big section with dropping platforms and spiked floors. With only 4 pudding-healthbars - oh sure, you learn to wall-jump at the end of it, but getting to a save-spot to get yoru health back... damn near impossible

Could at the very least have added a safe-to-access save point right after you learn to wall jump. Really

A new version with some fixes/changes has been uploaded.

Here's what the Readme file has to say!

VERSION CHANGES (1.1)

FIXES
- Fixed glitch/exploit caused by inching off the right edge of a room
- Fixed grenade bugs
- Tweaked the difficulty a wee bit in one of the library sections
- Tweaked bouncing skull behaviour
- Fixed issue with getting stuck when oil pours on you
- Some minor graphical tile fixes

NEW FEATURES
- Added achievements! There are 20 in total to unlock, and after completing your first playthrough, the ones you have yet to find will appear on the title screen.
- Customisable controls! You can now change the default controls (below) by editing the controls.txt file in the game folder. Simply follow the instructions in that file.
- Optional easy mode by popular demand! Shoot the Easy Mode switch at the start of the game to start with 5 health. Maximum health is still 12 so two health pickups elsewhere in the game will disappear. The drop rate of enemies is also increased.

Please note that saved games from the previous version cannot be used in the new one.

A game that manages to be both boring and frustrating with very little in-between. I quit during the library level.

It's 2012, computers are insanely powerful, there's the internet and all sorts of technology and all Yahtzee can come up with is an unremarkable platform game.

Platformers like Atomic Butcher or Eversion are much more creative and enjoyable than this. Pass.

Kross:
A new version with some fixes/changes has been uploaded.

Here's what the Readme file has to say!

VERSION CHANGES (1.1)

FIXES
- Fixed glitch/exploit caused by inching off the right edge of a room
- Fixed grenade bugs
- Tweaked the difficulty a wee bit in one of the library sections
- Tweaked bouncing skull behaviour
- Fixed issue with getting stuck when oil pours on you
- Some minor graphical tile fixes

NEW FEATURES
- Added achievements! There are 20 in total to unlock, and after completing your first playthrough, the ones you have yet to find will appear on the title screen.
- Customisable controls! You can now change the default controls (below) by editing the controls.txt file in the game folder. Simply follow the instructions in that file.
- Optional easy mode by popular demand! Shoot the Easy Mode switch at the start of the game to start with 5 health. Maximum health is still 12 so two health pickups elsewhere in the game will disappear. The drop rate of enemies is also increased.

Please note that saved games from the previous version cannot be used in the new one.

Hey! that's great :D

It's lovely, but it's hard. I don't mind hard but without frequent checkpoints hard becomes annoying repetition.

Small issue. I get through the set up complete screen then nothing happens. I've tried to install it twice but nothing.

Fixes?

Using XP

Downloading...downloading...I'll edit this when I actually start playing it, though I can't wait to see the joke reviews tear it apart.

Hey, haven't read the previous posts, but I wanted to quickly mention some problems.

I'm enjoying the game thus far, but I ran into some mistakes with the 1st boss, the giant rabbit.

My first complaint is about bad design: when the rabbit dies and starts overflowing with coins, it can still hurt you. This is bad, because a player's first idea is to jump toward to source of the coins, and it runs contrary to any other game with a similar situation.

My second complaint is a bug report: once you kill the giant rabbit, the dialog starts immediately, regardless of how many small rabbits have spawned. These can still hurt you while in dialog.

In my case, it knocked me out of the screen into the save point area, and the dialog ended instantly leaving me stuck with no ability to move or do anything.

I want to like this game, but running into these kinds of problems so early on (and in quick succession) is a bit foreboding and discouraging.

I've replayed the game to get the other ending. I'm still at the boss though. Since I criticized so much the artificial difficulty I thought I'd mention that this is not the case at this boss! I mean, it's HARD but the good kind, the kind with patterns. OK, it is a bit LONG.. it seems endless, actually. But still, it's the right kind of difficult, I don't feel frustrated because 'there was no way I could foresee that shot' every time I die it was my fault.

Diego Floor:
I've replayed the game to get the other ending. I'm still at the boss though. Since I criticized so much the artificial difficulty I thought I'd mention that this is not the case at this boss! I mean, it's HARD but the good kind, the kind with patterns. OK, it is a bit LONG.. it seems endless, actually. But still, it's the right kind of difficult, I don't feel frustrated because 'there was no way I could foresee that shot' every time I die it was my fault.

True, I really like the boss battle's first section and I've never played bullet hell games before it is really, really fun and rewarding to see through the crazy patterns.

However, the 2nd section of the boss I'm stuck on and basically pulling out my hair. Once I finally learned how to dodge the lightning, the controls keep screwing me over when the Impact Shot just WON'T WORK for some reason and it's automatic death if you fall.

That's just cruel, but maybe some day I'll beat it.

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