The jungle seems to be 50/50 on whether the black market is somewhere accessible with limited resources or somewhere where I’m going to need paste and 5 bombs. Or the Kali shrine is encased behind walls so thick I can’t bomb to it even if I used all 4. Or a key for a chest/prison is at the very bottom and you need to hope you have ropes to go all the way back up. I’ve had runs where both the gold key and the gold chest are in positions that require two bombs each and rope, or they’re directly protected by a shop. It feels like a dual hit of being punished by new mechanics that were tuned on the assumption you have Kapala but still not getting the huge upside of regenerating health either.ĥ) Finally, the random generation of levels seems to put areas/items in inaccessible locations too often. Some traps and chain reactions that would be instant kill can be survived with huge health pools which you can also get back. Poison can easily kill you at low health because you don’t have enough time, but if you’re sitting at 12+ that’s another story. The problem is the difficulty impact of those changes has a disproportionate impact on runs without access to Kapala. It feels like they wanted to remove the Kapala from the game entirely but knew elite players would hate it so they just threw in everything they could think of that would invalidate it’s effects. Curse and poison enemies, bear traps (often obscured by foliage or tree tops), steel balls, lava, traps that dmg and stun in cramped spaces that will endlessly retrigger themselves. You really need to be able to buy items and bombs whenever they appear in a shop because of how much easier they make everything jungle with any shoes, killing Anubis with spikes, paste for being able to bomb effectively (certain enemies, traps, black market, etc.)Ĥ) A multitude of instant, or effectively instant, kill mechanics very early on. This is very tedious and not very fun but they’re worth an item or half a bomb box. Spike shoes completely reverse the difficulty of certain enemies/mini bosses.ģ) As a side effect of 2, you have to spend a lot more time collecting money and shuffling idols/ghost pots up and down the levels. Being able to slowly collect a net gain of resources as opposed to consuming them makes a huge difference when you get to the later levels that have tons of “screw that, that’s getting bombed” situations. But if you don’t get any spring shoes or climbing gloves or similar traversal aides like extra ropes, you’re likely to just get screwed later on. Because the levels are much bigger and more dense, I find that you need to be able to backtrack a lot more without wasting resources. It seems like an unnecessary difficulty change because whenever you die it’s almost always extreme overkill dmg/chain reaction and not being on 1-health anyway.Ģ) Optional items seem much more mandatory. I have a similar problem with jumping on turkeys or lava dogs. Maybe I’m still in the adjustment period but I feel like it happens in ways I can’t predict even when I’m being extra careful/precise. At first I though, oh I just need to get gud, but it happens even with sleeping skeletons when they’re not moving. I cannot count the number of times that I have somehow gotten damaged dropping onto an enemy from above. However, even with that same passion, I can see a few systemic things now that are really driving me crazy.ġ) Hitboxes on enemies seem like they are a smidge too small in a very frustrating way. It’s that same rapturous feeling of your brain slowly consolidating all your experiences/knowledge and then it just clicks. As a mediocre but persistent Spelunkey player (I beat Yama only three times), I’ve finally managed to get past Olmec consistently after about 35 hours.
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