prologue / demo teaser for The Big Catch just dropped out of nowhere, get the frick in here
https://store.steampowered.com/app/2985610/The_Big_Catch_Tacklebox/
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prologue / demo teaser for The Big Catch just dropped out of nowhere, get the frick in here
https://store.steampowered.com/app/2985610/The_Big_Catch_Tacklebox/
![]() |
![]() Nothing Ever Happens Shirt $21.68 |
![]() |
Looks like gay shit
Looks like the best indie of all time
The big what? Frick off shill.
Play the demo it’s a classic in the making
It's by the Yo-Noid 2 devs.
>tfw just remembered Ganker hates games
idk why I made the thread really
Don't worry Anon, I'm playing the demo. Trying to get used to the controls.
>game lets you go in first-person even though it's not a first-person game
yeah it's ludo
what's there to get used to? all I've found is the squat, jump and attack at the moment. maybe I shouldn't be using a gamepad
I refuse to give up talking about games on Ganker, no matter how many people cry "shill." Just discuss and let them shriek.
Damn this is probably the best looking PS1-like game I've seen.
You mean PS2 right?
PS2 didn't have texture wobble
Ah I didn't catch that first time watching
the wobble is off by default but you can enable it and dithering by choosing emulator or retro in the graphics menu
Probably the most obvious shill thread in a while. Might help if you didn't use the same webm every time too
well we are shilling it because we want it to do good
there are so many fricking shit shill threads on Ganker, cut the guy some slack. his game looks ok and not filled with woke shit. that's already an achievement by itself.
People are genuinely excited for this game for good reason. It’s a shame the platforming is so try hard it stops being fun at points.
I don’t support troony slop
>scrimble bongle platforming shit
i'm not 10
You are not 10 but you reacting like you are. Real adults actually capable to comprehend that different people has different preferences and ideas of fun.
- lil timmy, age 12
coulda fooled me
>scrimble bongle shit
>i'm not 10
anon... it doesnt get more ironic than this
>Isn't old enough to post either
Glass house
Why upload a 1080 webm if it's going to be compressed that badly?
>furgay shit
>couldn't even get a good webm to show off
L thread take your shill campaign elsewhere pls
>furgay shit
it's a mascot type design and it has no fur.
This is good old classic design. it's inoffensive and I don't detect any furgay fetish shit that has been ruining games lately, which is great.
are you holding down A for max high and hitting the wall while your jump is still rising?
>What's wrong with the voice samples, schizo?
it's literally cut from a Spanish robot voice.. or maybe Arabic.. I know I've hear this language before.
Imagine some Japanese game sampling Microsoft Sam and then jumbling him up.
ad status: yet to purchase
I've been following this on twitter for a while it looks cool but something about the color/gfx feels off. Like there's not enough shadow or contrast... there's a constant hue that seems to attempt to emulate shitty coloring on a washed out crt
did you frick this webm on purpose or this is how it actually looks?
it's from the kickstarter trailer
it had a cooler ntsc filter than what's in the demo. I hope it makes a return for the full game
SOUL
is the bnuuy a boy or girl?
I'm ok with both but I'm 60% hoping it's a girl
boy
>You play as the acrobatic fisherman, Caster! Tasked by his boss Chef Leurre with saving the titular restaurant, The Big Catch, Caster ventures in search of ingredients to spice up the menu and bring in new customers.
It's a bird with a split ponytail thing.
Looks pretty good, but once again, where are the enemies, bosses?
HOLY SHIT HOW AM I FIRST HEARING ABOUT THIS HERE
I've been hyped as frick for this game since it was announced, just because of who was making it (I was a big fan of Yo Noid 2)
I was about ready to go to bed but instead I'm playing this immediately
>only pledged to the "get the game" tier
>Tacklebox demo is released for everybody anyway
hell yeah
This is from the devs of Yo Noid 2 btw
>This is from the devs of Yo Noid 2
Works for me, enough to try a demo anyway.
yo noid 2 was a hidden gem
>The Big Catch demo drops
>UFO 50 to be showcased at day of the devs in 2 hours
Did christmas come early this year? These are my top two most anticipated games
what the frick is UFO 50
a collection of 50 games (50 actual games, not minigames) from the guys who made Spelunky
it's been in development for nearly a decade
those are probably my two most hype of the show too, you should check out DoubleShake as well, surprised it's not gained more hype on here especially as it's got waifus
Battle Vision Network looks alright too
the Guerrilla Collective stream from the day before showed a lot more cool indie games, https://www.youtube.com/watch?v=pSVDh0zq5dc
the biggest one for me was the new 3D platformer from the guys who made Demon Turf
>day-night cycle
okay I cum
That hud thing is sex
The little hud baubles would make for perfect keyring charms or accessories. Would be great if they could make 'em somehow.
Bump
I was gonna make a thread about it but you beat me to it OP. Im the biggest shill for this game. Its gonna be kino
>Please be at summer game fest
it was already in IGN Live
%3D%3D
could be at the summer game fest too
only dicked around a tiny bit but it feels pretty good so far. can tell there's a ton of hidden mechanics, like jumping right after you slam down from the air to bounce, the squat slide
visuals are very strong, feels like Spyro but a bit more dynamic and not quite as whimsy
It looks amazing
the signs in the tutorial area tells you how to do those
thread will probably die due to not-E3 stuff
Im here keeping the thread open while watching SGF
I'll talk with you and bump it
Anon don't! A gacha thread has to die for this one to live!
>not actually fishing game
this is upsetting
You do catch fish but I think the fishing rod is mostly just an excuse to have a grappling hook
What a TERRIBLE time to post this. Wait until tomorrow devs, I want this to do well
true but OP posted it immediately when it was announced so not his fault
Why is it a bad time?
E3
Isn’t E3 dead?
we all are
geoffs goyslop fest
How long is the demo?
Longer than I expected. I've been playing for an hour and a half and I'm not finished yet
I feel like i dont wanna play the demo because im just gonna lust for this game for years
the new trailer says it's coming out in next year 2025
oh fricking sick. Maybe i will give the demo a try instead of waiting
>Game called "The Big Catch"
>Game isn't about fishing
>Uses the the fishing rod like a grappling rod
I hate you and every single one of your kind with a burning fury. You are a sham, a snakeoil merchant.
This game very well may be incredible, but it is not what it is saying it is. It is a teenaged girl wearing a Nirvana t-shirt that doesn't know any Nirvana song.
did you play it? there are a bunch of fish swimming and running around to catch all Ape Escape style
>It is a teenaged girl wearing a Nirvana t-shirt that doesn't know any Nirvana song.
Yeah, or like, a preteen girl carrying a fishing rod to use as a grappling hook instead of fishing with it.
>teenaged girl wearing a Nirvana t-shirt that doesn't know any Nirvana song
What, easy?
underrated
>whats the catch
>the catch is you don't catch ahahahahahahahaaha
>play a game called FINAL Fantasy
>there are 16 of them
wtf devs lied?!
>game isn't about fishing
>main collectible is fish that you catch with your fishing rod
>this includes fishing some of them from the water
you should know better since you like fishing so much for replies
how the FRICK do I get this coin?
holy frick i knew this game looked like rayman 2 but this gives me such massive rayman 2 vibes right here
The tutorial area feels especially Rayman 2 as hell
yeah I'm almost positive they took some inspiration from Rayman 2 while making this
picked up
You have to get to the balcony on the right, the one you can easily reach. Then it is a matter of hanging on borders, and wall run on the next balcony.
>Then it is a matter of hanging on borders, and wall run on the next balcony.
I tried this just now but the wall run just doesn't make it far enough...maybe I'm not doing it right but it takes way too long to get back up every time I frick it up.
Never mind, I got it by skipping the first window and going straight to the second with the grapple. The wall between the first and second window is fricky.
This game despite how fricking amazing it looks seems like it has zero hype and good marketing
It needs a dunkey or to be shown at nintendo or xboxes events in order to give it a boost in popularity. Otherwise its sadly gonna have at most a few thousand sales like all indie platformers
Xsneed is publishing it so I imagine it will get a bunch of advertising closer to release
>xseed
NOOOOOOOOOOOOOOO why couldnt it be anything else? Like fricking devolver? why fricking that shit?
Xseed's Ys localizations were better than NIS's
NIS's Ys 8 localization was so bad they were forced to completely redo it.
What's wrong with Xseed?
their games dont sell well. They dont have that franchise that sells millions. Its a place where niche games go to die and become forgotten
They needed something else to give them the marketing. The Big Catch is clearly much more of a high quality game than most indie slop games. They really shouldve tried and tried until they got a big publisher to show their games off
now its gonna release with zero press or anything because they went with xseed. The fact that they released their demo during the Summer Games Fest to eat up the miniscule hype their game has is such a poor fricking choice. Its clear they have not a single person who knows how to market on their team. What a shame that such a good looking game is wasted by this
It would be good Bigmode game number 2.
exactly. It was literally the perfect game for dunkey. He wouldve sat there and sucked its dick endlessly but no lets go with a shitty anime publisher known for weeb JRPGs
fricking sad. I actually really thought they were gonna get big mode to push it. Maybe dunkey disliked or denied it who knows. Its not very mario or bajo like anyways for his tastes
>lets go with a brand new unproven publisher ran by a fricking youtuber instead of one that has dozens of games under their belt
dumb idea
>Lets go with the publisher that lets niche games go to die and is known for weeb shit over the youtuber that gets millions to watch his videos and is very passionate for classic 3D platformers
Dunkey also likely has some fans that like 3D platformers. Xseed doesnt even have platformers except some furgay sonic clone that nobody knows exists
I just cant fricking believe they went with the JRPG publisher...jesus christ they are a canadian team like why? Im fricking canadian too
Yes? His audience is literally people who most likely would buy game like this.
he hadn't published anything up until recently though, so his success track record was zero
what? he was very successful with animal well and it received critical acclaim
if anything The Big Catch couldve been even bigger as it attracts a more broad audience than animal well
I literally just said that wasn't until recently.
Filet Group was most likely looking for a publisher before Animal Well even came out. Nobody knew if BigMode was going to be successful or not, and to be honest the jury is still out. Animal Well very well may have been its one-hit wonder, only time will tell.
I think it was a smarter move to go with a publisher with a more experience.
Xseed does localizations too so that could have been a factor in their decision
Didn't animal well do good?
animal well likely sold more than all of xseeds games combined and it was big modes first game
>Let's ignore the guy with a built in advertising system aimed at kids and young adults who love platformers
>Instead we'll go with the Akiba's Trip and Harvest Moon guys
???
xsneed is helping them with console ports
>Moving right along, as previously mentioned we've partnered up with XSEED Games to bring The Big Catch to places we never before thought possible.
big mode has zero experience doing this kind of thing
keep saying it
Dunkeys game only had a few thousand sales. I doubt that company continues. It looked like it was a scheme to help his loser friends get a job and paycheck.
You know the vast majority of people who buy a game don't leave a review, right? 9 thousand reviews doesn't mean only 9 thousand sales.
Animal Well made well over 4 million in profits according to steam-revenue-calculator.com (add net revenue and discounts together because the game hasn't gone on sale yet)
And that's not even counting the sales from Switch and PS5
>Toby Fox made 28 million dollars, securing generational wealth for quirkslop about friendship
he deserved every penny. undertale is a masterpiece
I picture it being another word-of-mouth release similar to Pseudo & Corn Kidz before it.
And Yellow Taxi Goes Vroom
>Google the new trailer for this game
>They can barely hit over a thousand views
frick its over...i really wish they did better marketing this game
it's coming out next year, there's plenty of time for marketing
It was kickstarted too, so word of mouth from backers who already own the game will probably help.
it raised a quarter of a million dollars too. even if xseed fricks up the release somehow, I doubt this game will flop.
I literally have this game wished listed and steam didn't notify? Gonna play this when I get home
I'm on their Discord channel and they didn't even ping everyone
holy frick man. They really need a marketer. Someone that can go out and fricking show off their game or push them to advertise it everywhere
falling for the xsneed trap is what is gonna kill this game
I backed this on kickstarter because it looks fricking fun. Assuming now that XSEED is involved there's going to be some kind of physical edition and I'm not even mad, I'll double dip if it's actually good. Hoping that XSEED don't frick it up like they did with Ys.
>slide kick jump
>spin jump
movement is looking very interesting
Klonoa's a Black person...
Klonoa is kino kys
Okay bros, The Big Catch devs fricked up by going with xseed
How do we make this game succeed now? There may be only a dozen of us but we are passionate and autistic. Ganker is responsible for hundreds of niche games and indies going into the mainstream or at least sell well. How do we make this game sell well? I cannot let something so kino die just because the devs have piss poor knowledge in marketing
what can we do?
if Pseudoregalia and Corn Kidz 64 can succeed on word of mouth alone, so can The Big Catch. And this demo already looks more polished than both of those games combined.
People have been aching for a 3D platformer like this for ages. If it doesn't make a profit for the studio I will be very surprised
i bet maybe those 2 games got their money back but ive never heard of it so its likely not very known
when i mean success i want at least close to A Hat in Times success. It clearly is one of the first 3D indie platformers in a long time that has that quality
corn kidz sold enough for the dev to hire people do to a switch port
Im gonna tell other people about it, that's only thing we can really do.
i am currently mentally handicapped
how do you pass the gap in the tutorial where it tells you to master the controls
like actually or do joking wise? whats ur disability?
i browse Ganker
i think the key to passing gaps is to stick as close to the wall before you start a wallrun > walljump, the game is kind of strict to that as opposed to other 3D platformers
if you do a stomp jump you'll get height
you would think that a slide jump kick would help as well, but it seemed like height mattered more for wallslides than momentum
tried it. I dont like it
tried it. I like it
will try it. undecided as to whether i will like it or not.
Holy shit I should've done the tutorial longer.
Game is fun but it's pretty hard. Opening this door made me feel happy though. Also wish I could run it above 20 fps.
would you say it has potential to be the best 3D platformer in decades???
Hmmmm, it depends on how much the level design will allow for alternate solutions. This area I'm in right now heavily relies on the sliding jump kick, which is fine and all but it's a pretty powerful move that lets you get an actual wall run going and I can see it being relied on even more in later levels.
The spin jump is nice but I can't find much use for it right now except for after hooking onto something and swinging. Swing -> buffer spin lets you make some more precise landings. I also really like those hooks and other level gimimicks that use the hook, and the trailer (
) makes it look like the most emergent part of the game.
The game has a really good atmosphere as well, it feels like a Dreamcast game and doesn't fall into traps a lot of indie games trying to replicate this era fall into. It genuinely feels like the person who made it respects not just the limitations of this art style, but what it could've been capable of as well.
kino observation
3D platformers are truly for the high IQ
it's already better than most, and this is just its demo
nah, that's mario bowser's fury i'm afraid
So far this is better because it has better movement. a proper health system and does force powerups that invalidate challenge.
i haven't played this yet but i will shill bowser's fury at every opportunity because it's better than odyssey and the true innovative successor to the mario 64 formula
climbing this dungeon(?) took me an entire fricking hour, crazy to just have this in the demo
I made it into the room and got stuck at the wall run swinging part. I'll try it again later today.
Has anyone tried to explore the large open area right at the beginning? You can go extremely far without touching an out of bound barrier and the barrier seems to work in a really inconsistent way as well if there is one at all.
It killed me when I rode my sand fish too far.
what kind of death animation was there?
Everything went to black and I respawned on the upper desert.
lame. Would be cool if something came in and eat you
I followed the road for 15 minutes. There's not much to it, eventually you get attacked by fish that jumps out of the sand and you get teleported back to the start.
yeah the road goes extremely far but there’s nothing at the end but a warp back to the tutorial area. thought there was gonna be some flavor text or something, either way GOTY 2025.
This game makes me feel like a journalist, it took me 50 tries to get out of the starting area.
Same. I spent 10 minutes trying to get one of the coins above the pond in the tutorial area.
I thought this game was like 3 more years away. Crazy how they went silent for a year and a half and then suddenly released a demo not long after the kickstarter
2025 seems too crazy how they worked 3 years for this
they were working on it for a couple years before they even launched the kickstarter
Im seeing a lot of feedback of people saying its too hard and technical
should devs make the level easier and hold players hand more? Should they push this level near the end so the challenge makes sense?
people on the discord are b***hing about having to redo some sections if you fall. buncha crybabies if you ask me.
but do you think maybe this should be a level much later on?
I feel like people would complain less if its a late game level where people understand the feel for the game
it's fine, and it's not even that hard
people these days just want their hands held
I fricking hate modern video game players. If there's a Discord, I'm going to go in there and tell them to shut the frick up.
If there's devil in thsi thread, PLEASE DONST LISTEN TO THEM! The game is looking good, don't listen to troons PLEASE!
no and no, the tutorial is a little busy but more games should drop you in and have you figure things out
its not hard, its just fricking tedious falling down from a height (YOU DIDNT GRAB THE LEDGE) and having to climb all the way the frick up again.
tedious
goofy ahhh boomer game
I'm about to gush like a fricking autists, but man I've been waiting for this game for so long. I fricking loved yo noid 2, and this game looks so fricking good. The art style is nice, the PS1 astethtic actually looks good here. Can't wait bros.
>I'm actually excited for a new game and am happy with the demo so far
Wait? This isn't right, I'm supposed fricking hate my life and video games. WHATS GOING OOON?
Your sharing a game that your excited about on Ganker? SHILL!!! SHILLLL!!!!
I'm 6 hours in and I still haven't beaten it yet
just imagine how long the actual game is gonna be
Is this true? What the frick.
you need over 500 coins and I only have 450.
I hope you don't need every coin because I'm sure I missed a few here and there
597 to be precise
>specific high number
is that every single coin in the demo?
I've had some coins bug out for me so I guess I'm not gonna be able to finish it...
I saw this game's art style and explicitly hoped it wouldn't have insane Anodyne 2 600 metacoin collectathon insanity, why is every game with thie Spyro look like this?
god i fricking hope the full game isn't like this, it has so much potential
I don't know what the frick kind of level this dev is on if releasing this for free is nothing to them. This 'demo' has more content than most indie 3D platformers, and supposedly this isn't even part of the main game, it's an exclusive prequel starring the rival character? Maybe it was mostly a bunch of "test areas" the dev had and threw together or something but it's really solid.
yeah I would have happily paid money for this. This shit just makes me even more excited for the full game than I already was
It does worry me only a little though. I hope that they aren't blowing there posd with this demo and the rest of the game has the same amount of quality.
originally the "Tacklebox" was a higher tier reward from the crowdfunding campaign but they're going to replace it with a new thing.
it's so polished that they should charge for it really, i almost feel bad
This will be the first 30 hour 3D platformer just to beat normally
kino
I hope the main game has a map because I've been surfing back and forth forever looking for the last few fishes
I was surfing forever just to find the starting area again to sell my fish. A simple map showing the general location of every major area would have been nice.
Feels good. It's very open and pretty tricky but it seems like a good world to find mysterious things in and the movement is great. It's an odd thing but it feels like you have to work pretty hard to make jumps. Not bad at all, it's just not your typical double jump+boost where you have more than double the stride to make it anywhere. You might take a few tries to just get up a couple ledges or a puzzle might just be one tricky jump.
Also I wishlisted this ages ago and no one informed me that it was Fish Escape so that was a very pleasant bonus. Honestly might play it with drum n bass.
Literally worse than Ape Escape in every way
WHERE THE FRICK ARE THE REST OF THE COINS
It's real good. This demo just stole ~5 hours of my night and there's still a lot I haven't done.
My only complaint is that I'm bad and the game is unforgiving. Like there are a lot of places I'd like a "checkpoint" and there just aren't many. So a lot of the gameplay ends up being repeatedly doing a super hard thing until you pull it off, then messing up the next thing and falling all the way down and having to do the super hard thing again to get back to the less hard thing you messed up since it was your first attempt.
>thread is still up
based. also glad I'm not the only one that finds it a bit tricky to control
I've noticed most people complaining about the controls don't take full advantage of their wall-runs, jumping off too early
I don't get the control complaints either, but the camera tends to wig out near certain geometry. I've had some trouble trying to get the coins up here since I kept trying to walk to the edge, and then the camera whipped in two different directions causing me to slide off. It's the only real complaint I have so far, that and the weird patch of water that is right below this platform for some reason
I wouln't call it very tricky, BUT this game has absolutely zero "aim assist". Your character won't stick to the wall/pole/rope simply because you are near it, you have to be very precise with where you jump and in which direction you jump.
less than "AAA platforming section" sure but definitely not zero lol
are you actually playing this on a CRT?
the frick.
Hella soulful
remember that troon64 yoyo game got shilled hard but had like 10 players on steam lol
that one made by the mania devs? the art style looked like shit, and the levels looked incredibly bland.
Tell the name and I'll go buy it.
Actually looks fun. Getting big early 6th-gen vibes from this. Will give it a shot.
Demo werks on linux without issues, just had to force steam input to make the game recognise my ds3.
oh good. Want to try the demo but I was worried it didn't work on linux.
>have to do some nioh stance shit because the kick is on square instead of circle
it would be easier to roll my thumb across x to square than the default right now
other than that, game is kind of kino but i would have preferred a linear crash/sonic level or just the nonsense that was yo noid
I swapped to Nintendo button layout with Steam and rolling from Top Gamepad Button to Right Gamepad button feels so much better than the default.
I'm enjoying the demo but holy SHIT on some of these sections your movements and jumps have to be exact and I'd appreciate more of the fishing line shortcuts back upwards instead of having to do all of that platforming again.
Where the FRICK is the fruit to lure out this fish? On the big hill with the mortar bastard always firing at you from the peak. This fricker is in a little cave and I can't find the fruit anywhere in this area.
>climb to the verrrry top of the massive temple
>two fish and no bait anywhere to be found??
i feel they have to make fruit way more obvious
I found and caught both of those and I'm generally getting through the game fine, but this area has me stumped. I've searched every square inch. I assumed there'd be something at the peak with the mortar enemy but there isn't. I'm left wondering if killing him was supposed to trigger a fruit tree appearing or something but didn't because he bugged the frick out when I killed him. I have no other ideas at this point other than assuming you're supposed to bring a fruit aaaaall the way from some other fricking area. What the frick.
There's a fruit in that area, try around the perimeter of the area where the water is
>grabbing a little wormy dude for the first time and getting hit with the uplifting field music while scooting along the sand
That's the good shit. I'm really digging the aesthetic of this game, and the actual gameplay. Super fluid and fun once you start putting everything together.
Also Bail a cute.
any ideas what others games this feels similar to? I feel like they covered most of it on the kickstarter page but I'm down for more
I think this is the first 3D platformer to be open-world, outside of something like Jak which is seamless
I'm feeling a little bit of Sly Cooper in there too.
Feels like mish-mash of a lot of early 6th-gen mascot platformers.
what engine was this made in?
unity like 90% of indie games
ah, you're right. should've looked at the files
Maybe I'm moronic but the slide jump doesn't feel good at all
i like the idea of it but the jumping in this just feels way too heavy, I think most people agree
problem is everything they've been developing relies on the jump distance being how it is right now
>jumping in this just feels way too heavy
feels fine to me.
you want a lighter spin, do a spin jump.
It's the animation. it doesn't change enough from the slide.
He needs to flip or kick both legs out, spin or something.
For me it just feels weak compared to Pseudoregalia which I've been playing a lot of, so it's hard to get used to. I also really miss the Pseudoregalia "bunny hop".
Pseudoregalia has dogshit animation, visuals and level design.
have a nice day.
The textures and a third of the level design from Pseudoregalia were done by a guy working on this game, I don't know why you're so mad.
Because this game is quality. while the goat fricker game is rushed abysmal crap and every area looks the same.
you can chain them and you can combo into spin jump and ground pound jump
it's basically the game's version of sprinting
Thats my biggest complaint.
>furryshit
landfill
not enough room what with you and your mom living there
FUUCK Yeah I've beating waiting for this.
Gonna catch me some collectathon fish.
>whipping the sand shredder right as its stamina meter refills gives you a stronger golden boost instead
Interdasting. I'm sure this will come into play with all the wacky momentum-based movement puzzles they like to use.
No Anti-aliasing?!!
Get fricked I don't want to use FXAA.
what's the point of spinning
Spin jump goes a bit higher and you get a slower descent with a bit more control. Nice for precision landing from big jumps.
It's frustrating because I totally forgot about it by the time I could have used it to get some of those "fall from a long distance onto a small platform" or "fall from a platform onto a lower, slightly more recessed platform" spots.
the spin was easier than the ground pound to get me into the wall runs in the tutorial sections
buy an ad
make me
Holy shit FRICK this tower
No more rope jumps where you have absolutely no perspective of where you're gonna land please
Also the wall slide is super strange, it varies too much depending on the speed and angle you hit the wall at, sometimes it lets me do a nice bell curve over 5 meters, sometimes I instantly drag downward and fall like a rock after a step
I hoped the gold fish was worth more or something, maybe it was but all the fish look blue when you're selling them.
I'm glad this game seems to be living up to the hype gonna play it tonight.
The art, graphics, music, all the non-gameplay stuff is fricking phenomenal.
The gameplay I'm just not digging, I don't know. Everything feels super "heavy" as compared to the PS2 era platformers they're aping which were super light most of the time.
Speaking of PS2 platformers, that's another thing I'm not enjoying. Those games made a point of being easy to play but with advanced mechanics either optionally baked in or discovered by the playerbase as time went on. This not only dumps all these advanced mechanics on you from the outset, it demands you learn them, making it feel extremely far removed from PS2 platformers. It comes off like a typical indie platformer, outside of aesthetics I'm not getting Jak and Daxter or Sly Cooper from this at all.
i think one thing that also should be taken into consideration is that back then manuals were a thing, and more advanced stuff usually were explained in them
You're not wrong but you need to look at implementation.
A manual would tell you about wall running, slide jumping, ground pound jump boosting, etc. individually, the player would need to learn to string them together themselves and most of the time go out of their way to use these advanced mechanics to skip level or get to secrets.
This is asking you to string all of that together to progress in a level, when that happens it ceases to be an advanced mechanic but typical gameplay so it goes from mastering the movement to a steep learning curve. I don't feel like a genius for pulling off crazy movement tech, I get frustrated that I keep fricking it up because its a brick wall at that point. Pseudoregalia got that down to an art form, I felt like I was mastering the movement tech there because the levels were designed with a "right" answer in mind but were open enough for you to blow each section apart with certain upgrades and understanding of the mechanics.
you absolute fricking homosexual Black folk
fricking Penny's game and other shit like Odyssey have amazing movement but all you Black folk do is b***h about how the game never actually """requires""" you do to any of it and how the game is shit because of it
now you have a game with amazing movement and level design that actually asks you to do all that and you STILL FRICKING b***h
god I hate this fricking board so much, you are ALL fricking Black folk, I wish I was a fricking normalhomosexual with friends so I didn't have to spend all my time here talking to you absolute moronic shit eating homosexuals who don't actually play video games in depth
I aint reading all that shit ya pedo
>Seething at 12 hour old posts because not everyone is LE HARDCORE as you
Maybe they just assumed a PS2 inspired 3D platformer would, you know, play like a PS2 inspired 3D platformer and not a fricking kaizo hack.
if you think its is on par with kaizo maybe you are just bad at video games.
this is honestly even easier than yo noid 2 was
I don't mind that it's hard. I mind that it doesn't do a good job teaching you shit.
I wonder if the full game will have a smoother difficulty curve. I don't mind it really, but the start is a fricking ton to learn all at once, and it's not helped by things like the slide jump being three button presses, grabbing and throwing a thing being three button presses (though you barely use this after the tutorial), etc, it makes you feel really clumsy when actually the controls are just quite complicated. The extra jump height after ground pound doesn't come up much either, and the amount of extra height is so trivial it makes me wonder why it's there. Kind of like adding a bunch of tech to your player character just to see if speedrunners can do something fricked up with it.
>adding a bunch of tech to your player character just to see if speedrunners can do something fricked up with it.
The problem with this is that all the jumps are so tight that you need that tech just to make them, Base platforming for the full game needs to be more forgiving or it'll flop.
that’s the game, anon. all those other platformers did that so this one can do this
most people who complain about it being heavy don't realise you have to hold jump to go higher and you can also spin jump.
I never realized before that the game was going to have a semi-huge Ape Escape element to it.
Just tried it out, really didn't like it at all
>basic actions like using the reel and slide jumping require too many inputs, no reason sliding couldn't just be crouch while running instead of crouch+attack or for the reel to need a separate input to pull back for things that there's nothing else to do with but pull back
>ground pound jump giving extra height seemed to just translate to almost every jump requiring a ground pound, so just another arbitrary input tax for basic actions
>mechanics like wall running, the spring plants and bouncing floors feel like you're fighting them to get them to send you in the direction you want
>massive empty desert is shit
>the fish just instantly outrunning you and fleeing back to the start after you go through a 40 platform gauntlet to get to them is annoying
Anyone figured out the trick to the area with the ski-jump to reach the fish/coins? Not sure what the method is to get the most air.
I can't even figure out how to get to the top of the ski slope area.
Never mind I just figured it out after 30 minutes of trying but the physics on those propeller flowers are so picky.
Okay anon, if you're still having trouble I figured it out- the method is simply to NOT press the jump button at the end. Just slide all the way to the bottom and it should perfectly launch you to the fish.
Son of a b***h, I was really just overcomplicating it. Appreciate it, anon.
As for a solution that actually DOES appear to be complicated, I figured out how to reach the isolated platform (top left) next to the ski-slope area. It involves using a sand shredder on the ramp aimed at the platform, but you'll need to time a golden boost right as you hit the bottom of the ramp. You get a golden boost by boosting right before the shredder's stamina finishes regenerating. Since it needs to already be regenerating by the time you hit the bottom of the ramp, you'll need to get a good run up via boosting outside and passing through the big wooden doors you opened in that area.
I just got that too, the only thing I can't figure out in that area is how to get the three coins hanging out on the side of the ski slope, on the opposite side of where you can grab the swing point.
I will say the three coins on the furthest ski slope landing spot (beyond the fish) I had to ground pound in the middle of the slide to get enough speed.
There's also a sign that can't be read because it's in the water? Not sure about that.
Right now I don't know how to proceed in the "Palace" that overhangs the endless desert of the starting area.
To get those 3 coins you need to find a way to stand on those ramps near the edge of the slope without sliding. After that you just have to jump from ramp to ramp to get near the wall then wall run.
Got to the top and caught the two fish up there (hopefully that's all there was) and now have 20 fish and 400+ coins.
That was my only guess but I tried it a few times and couldn't pull it off. I'll come back to it later because I just found another new area I haven't been to.
So far seems solid. I do agree that some moves feel unnecessary like ground pound into jump rather than just giving the main character a higher jump. Also can you not use the rod to attack without having something hooked on it first? I can't figure out how to catch some of the fleeing fish easily.
after a while I understood that pursuing fishes for long enough, with them fleeing at full throttle will result in tiring them out, after which they noticeably slow down.
>Also can you not use the rod to attack without having something hooked on it first?
You can attack with the swing button but not with the cast button.
Some of the fish are physics puzzles where you're supposed to fling yourself directly to where they are and smack them before they escape. You can also "sneak up" if they don't have line of sight on you but that's very hard and situational.
And as
mentioned, they do get tired shortly after they start flashing and then you can easily catch them.
Are there powerups you can get that upgrade movement? Sometimes I can't tell if I'm just bad at the game or missing something
none that I can tell. I did give up on one or two area thinking that there was something I didn't get about them
This game feels like it was strictly made for adults in their 20s who were platformer veterans as kids.
Anybody else is going to get frustrated as shit and flush the game in the first hour, especially with the "Getting Over It"-esque level design where one slip up and you have to start all over again.
But hey, I just so happen to be a 20 something year old guy who played tons of platformers all my life so I think this game is fricking great.
Considering it was planned as a backer only release I think that IS the target audience.
Kids play the shit out of platformers, it's fine.
pretty close to my thoughts, the level design can be infuriating when you're across a puzzling jump, and every failed attempts means wasting minutes re-doing four gauntlets to get back.
Once you're past the slightly awkward movement philosophy and the frankly overly complicated button mapping (FOUR inputs to heal once), it can be pretty satisfyingly smooth. And with how hard the design can be I'm confident it won't get easy like how Pseudoregalia get once you get the wall slide.
I hope the full game has a more linear/level-based progression with story beats in-between, because going from sandboxes to sandboxes gets tiring very quickly, especially with the same song on loop.
I'm pretty sure they brought the guy who made Pseudoregalia on to work on this game so if you're worried about the movement don't be
Not the main guy but the secondary level designer and texture guy from Pseudoregalia.
How much Soul do you want?
Kino
I can't clear this jump for the life of me, this whole game is pretty annoying with how demanding the execution can be sometimes
Instead of wall-running, just rapidly chain wall jumps as soon as you hit the walls. You'll preserve your height that way.
holy shit I hit it right as I was reading your comment, thanks
Eyy, good shit. Whenever I see two walls sandwiched together like that I always assume they want you to use both in some manner.
The easiest way for me on that one is starting a wall run, jumping to the opposite wall and running briefly on there, and then jumping to the platform.
That part had me ripping my hair out because even once you DO get up there, you don't get a "checkpoint" or shortcut, so you have to keep doing it every time you frick up afterwards.
How long has this game been in development? Last I heard in the Pseudoregalia threads it was in dev hell. Hope it sees its full release because it looks cool.
The Kickstarter was only two years ago.
I'm pretty sure they've been working on it on and off since they released Yo Noid 2 in 2017. The kickstarter trailer had a bunch of Noids running around in it
or at least since noid 2 game of a year edition which came out in 2020
Why does the fish have JUKES
that fish is such a fricking b***h i fell for the same thing too
anybody doing cartography for the map?
those fricking dangly charm things should get off the screen after a while, ruins screenshots
press up on the D-pad, and down for the compass
Ol, so overall, what do we all think of the demo? I don't usually play platformers but I loved the he'll put of it. I can absolutely see why some people are struggling with it though. I enjoyed my time so I'm not sure how much tweaking they need to do for players who are struggling. That being said, I highly discourage hand holding. If I were in the dev team, I would simply explain things through a tutorial rather then remove or alter the gameplay mechanics.
i'm annoyed at how the only direction is "collect every single coin" in a giant desert with no way to track what you've done, if the full game is this unstructured I'll regret kickstarting it even though the presentation is top notch
>can't even do the first wallrun bit
I'm being filtered fricking hard
I found the first wall run section to be basically impossible without doing a stomp jump first to get extra height.
get the impulse from the beginning of your jump instead of latching onto the wall at the middle or end
Tackle, it's 4:00 PM, time for your beak-flattening.
as cool as the game looks and all, I think it's made by the kind of person that speedruns, and probably really liked the movement tricks in Mario Odyssey and wanted a game centered around that kind of movement mastery
I've seen a few games like this pop up, like Orbo's Odyssey or that game by rootpilot
not saying it's a bad thing, just not necessarily what I was expecting
It's the classic indie game problem of the difficulty being tuned to the skill level of the developers and the only developers passionate enough to go out of their way to make this specific of a game are turboautists.
This demo doesn't receive inputs while under komodo containment mode.
I wonder why? Does this demo call back to some server or something?
huh?
Dev, you're in this thread so explain yourself or your game is going to flop
Aesthetics are 10/10 but man is the platforming too demanding for what it is. I see a lot of people getting filtered by this
>enjoying myself for 20 minutes
>start to smell heat
>cpu and memory at 80-90%
>uninstall
close one
I'm stuck with 525 coins. I can't get to the big coin on the tower you supposedly have to get with the snake boosting..
Plus no idea what the spiral in the center of the desert near the bombing enemies is.
I've got 24 fishes, i really want to open that door in the cave...
has anyone any idea what to do here?
>game runs at 300 FPS without vsync
>1000 FPS in the main menu
Dev-sama...
Also what the frick is going on with these input options
They just break while in-game for some reason, it's fine on the main menu.
I have gone from not being interested in this game to ready to buy it day one in a matter of hours thanks to the demo.
Even when it's frustrating it's still good. I wish there was a map or some kind of way of tracking how many fish and coins are left in the world. No way in hell am I going to manage to track down everything searching the hard way.
>Even when it's frustrating it's still good.
no.
yeah it’s too obtuse at times definitely needs to be calibrated
You didn't get filtered right anon?
>"filtered" by the babby tutorial
>not the 597 coin door
oh I got filtered alright
There's a door that requires 597 but no idea where I can get the rest. Only thing I can think of is the huge tower with all the ropes attached to it but I never found a way to get inside/climb it.
I NEED TO ANNIHILATE ANALLY BOTH BAIL AND TACKLE. I LOVE BIRDS. I LOVE ANTHRO BIRDS. THEY ARE SO FRICKING CUTE AND HOT IWANT TO FILL THEM AND SMASH THEM UNTIL THEY CAN'T FRICKING WALK OR DO PARKOUR ANYMORE. I WANT THEM I *NEED* THEIR CLOACUSSY.
How do I get to that BIG coin?
Restart the game and that'll respawn the destroyable stone that's next to it. You'll have to do the run again, defeat the bomb chucking butthole, and then go back and jump it and grab the coin.
That's so fricking stupid
Oh frick, thank you, that is so goddamn unfair.
Now at 510 coins, 23 fish. I think I've actually reached every coin I've seen now, so I need to find stuff I haven't noticed.
They actually did it, they made a convincing 6th gen style indie game. This legitimately looks like some lost PS2 game that was like "frick it lets use this power to make a giant open world instead of better graphics".
Downloaded the demo when it dropped but haven't had the chance to play yet. Consensus seems it's good?
Real question is, what kind of 3D platformer is it? Are we looking at something with a crazy in-depth kit? Is it made for speed runners or are we exploring the levels and solving puzzles and shit?
It's an open world 3D precision platformer, the puzzles are basically figuring out where to go and how to get there. I wouldn't mind some more Zelda style puzzles in the final thing but it's more like Kaizo Mario Odyssey.
Went to the big tower almost immediately. Very difficult and clearly tuned for autists who play too many games, but I fall into that group so I enjoyed climbing it. Only complaint is a lack of map and a "find nearest coin" ability like Sparx in Spyro. I like the platforming challenges but I don't want to endlessly backtrack if I missed a few coins.
You can only finish the demo if you find every coin too
Holy shit I think this game uses integrated rendering by default instead of your graphics card.
Make sure you check & change that.
what does this mean sorry, prebuiltgay here
It means the game uses the Integrated graphics GPU built into your processor and shares memory with the CPU.
It's a shitty basic GPU and not as powerful as your real GPU you bought designed to play games.
You can check what the game is using in the Nvidia control panel. not sure about AMD don't own one.
There's no way 11% of people got all 500+ coins, right? How do I earn the Fyskari Tackle? I wanna at least do that before I finish with the demo.
This font is too big and has poor readability speed.
I also hope these voice samples are place holder because.. YIKES.
What's wrong with the voice samples, schizo?
Okay, but the Pseudoregalia long jump is much more powerful than the one in this game.
The voice samples are Natsume Inc-pilled, you uncultured swine.
they're cheap and don't work. they sound awful.
they're majestic and effective. they sound fantastic.
okay but does it run on steam deck
you fricking homosexuals let penny's game die when it was fricking amazing, why should I shill this shit for you when none of you have any fricking taste or actually play video games
This game has more soul even if it’s not as fun to play
anon I defended penny as hard as I could but nobody here would listen
the learning curve for the controls was too high for Ganker normies
I had both on my wishlist and was super excited. pennys game ended up being disappointing and was so glitchy and unfinished I refunded.
This game so far is great. I can already tell it will be worlds better.
>glitchy and unfinished
why do you just say shit that isn't true
bro penny falls through the floor and clips through walls, which they still haven't fixed. shut up.
I guarantee I've played the game more than you and that never happened
the only glitchy thing was getting stuck on slanted roofs, which you're not meant to go on anyway so it was really easy to just avoid them until they patched it
nta but it happened to me exactly once, in the first level, and then never again for the rest of the game.
it happened to a bunch of people, and it gave them a bad first impression
>dood all your momentum dies if you touch the floor
Penny tries so hard to be a good game but it just isn't, very sad. Also the main character is ugly.
Penny has an ugly as FRICK artstyle.
i think it looks nice
Because the game had a shit art style and AWFUl character designs. It wasn't visually appealing for mainstream audiences at all.
good, frick normalgays, you deserve to be gatekept
>you deserve to be gatekept
no one wants to come to your gay ass circus anyways lmaoo
>literally sour grapes
that game looked like ass just look at your pic
I actually really like the look of Penny's game. And I even like the character designs unlike most on Ganker.
But it just seems like it's too much of a Sonic game for my taste. I was never a fan of the Sonic games. And it's kind of like the polar opposite of this game in a lot of ways.
Platformers are the best when every corner is meant to be explored and mastered. Not when you're meant to choose a path, commit to it, and never look back.
>slept for 12 hours
>thread is still up
cool
has anyone made a map yet?
One of my fricking shortcut disappeared, the one at the entrance of the big temple with the garden at the top. Luckily the rest of the shortcuts inside the temple were still there. I hope this is not a common occurrence.
some of the ziplines reset when I reload as well
usually the ones I want to use the most
the demo has save issues.
if you catch the first fish and then exit and reload, you have the fish but the NPC acts as if you haven't caught it yet and you're softlocked.
I think this one is bugged or something because when I restarted that shortcut was reset too. I also noticed it's one the shortcuts that doesn't trigger the autosave.
FFXIV is the best and only fishing game you will ever need.
>matthew martinez worked on this
Frick, there goes my hype
Who and why is that bad
He's an obnoxious shithead, worked on psuedoregalia and vernal edge
Also a leftist
>Also a leftist
based
bump
why is he a shithead
He was part of a forum I used to frequent. He was part of the obligatory popular/moderator clique and loved to shit on kids work.
tigsource?
Cool, he designed the only good levels of Pseudoregalia.
I didn't realise the game had been in development for that long.
am I supposed to know who that is?
how do you play as the other bird
what the frick is yo noid
Sex with bail
I have no idea what's going on here after ten hours, other than it has no save point so it's annoying to get back to.
ride to the top, jump off and hook while you're falling and you'll get flung far
ridiculously high-quality, frick me, no wonder XSNEED and Marvelous got onboard
wish my sticks weren't soo fricked to constantly pan 180
should I play vanquish
So how is the button icon support? Can I use a Switch Pro controller or even gamecube?
when it tells you what button to press it just shows 4 buttons and the button you need to press is highlighted
probably won't be intuitive on a gamecube controller
How? I already tried jumping from the top and I couldn't make it far enough
I climbed to the top and spinjumped down
Frick, yeah that's it, totally forgot about that move. Just got it, thanks
Oh. Spinjumping would have made sense. I tried to jump down from top twice and failed to do so.
Then I tried doing webm related and after a few tries it actually worked.
And... I was going to post the webm of what I did. But now I realize that I messed up the recording.
But I ground slammed the upper edge of the roof and managed to gain enough momentum to actually run up and grab the ledge of the wooden pillar or whatever it is.
Jeeesus, people weren't shitting saying how bad the slide/slide jump feels. It feels like you lose all momentum the second you start sliding and those button inputs are so unwieldy for such a simple and essential move.
It's a shame too, the game is the slickest looking indie I've ever seen but it's like a perfectly refurbished vintage car that you need to push to start. Like seriously, the art, ESPECIALLY the UI, is literally perfect. It feels like a waste.
Yeah I hope they fix it before release
skill issue
It doesn't kill all your momentum.
Crash 4 did that when you jumped, that felt like shit and this doesn't feel anything like that.
The slide has a friction value so it's not going to add to your speed when you're already going fast. it's not a god boost that will always increase your speed. you will gradually slow down.
The slide jump does feel bad tho. I'm pretty sure the reason is the animation.
a more stylish animation that is more distinct from the slide anim would probably make it feel better.
How do you go farther on the long jump?
I wish there was a map
Don't think I've seen anyone mention it yet but there's actually only 572 coins and you can't even finish the game currently
guess I'll wait for an update before I play this then
Is it fixed yet?
not yet but they said it's gonna be fixed in the first update
they just fixed this
>update
now you need MORE COINS!!! ahahaha....
enemies drop coins now too
And lol.
>Progression bugs
Are those level design issues or something? If so, than the complaints about the level design being off now sadly look more valid.
I keep saying I like that the game does require some thinking, but much of it feels less like it's due to a puzzle, but more due to level design issues that make it take far more time than it should...
And the tutorial frankly should be longer and set you up for this kind of thing more.
I mean it's a free demo for a game that's a year away, some bugs are to be expected
bro I want to love this game but the fact that it keeps booting me out to the tutorial wall running shit is annoying as hell. Where is the next checkpoint?
there's one to the left of the desert starting area keep going past the trampoline tower until you reach an area with spinning wooden wheels.
I don't know why everyone is complaining about the level design so much. I think it'd great so far (better then penny's big breakaway, which shocked me) It could use a but more explaining in some areas though.
Again though, why are you all b***hing? Isn't this the type of game we asked for?
it is but Ganker has always been full of casual morons lmao
Still up?
Wow
Does this game not have a map? I've been going in circles for like an hour because I can't tell where I've been
I'm immediately filtered. I can't even figure out how to climb the first fricking tower I saw
did you read the signs in the tutorial area?
Check underwater.
There is a passage.
Fixed counts
Yeah I did that, but can't figure out how to climb much further. Do you have to do some wallrunning to the wooden pillar then jumping off that? How moronic
thanks for the list I was pulling my hair out trying to figure out where the last fishes were (I missed a couple in the pond area)
I also noticed that the fish ornament over the needle on the compass flashes veeeery slightly when you're in an area that has any fish left
Seems that's the sole use of the compass, it just points north(?) otherwise. I can catch it opening and closing up a little when I move around but as far as I know it's merely fluff.
oh shit I didn't even notice this
that would have been useful earlier lol
I've just seen a dev said they designed some of the levels in the demo, along which the big black tower with the chains around it. I'm dumbfounded because I can't find a way in, and it doesn't appear in the list of levels according to .
you can't get in there without hacks at the moment, they're gonna fix it in the next update
I assume it has something to do with the 597 door, which can't be opened yet due to
I've gotten everything so far, so that tower must be inaccessible for now.
you need to get all the coins to get in there, but the door to open it is bugged. the coin count it asks for is wrong
This one of them gay furry games?
of course, that's how you know it will be kino
Caster makes it a Klonoalike, playing with pants around ankles is mandatory.
If only it actually played like a Klonoa game, something with a sense of structure instead of "yeah go out in the desert that looks like the gay shit everyone hated from Sonic Frontiers"
the Double Shake trailer that dropped the other day looks like it has some Klonoa inspired mechanics, https://www.youtube.com/watch?v=aZbZspPH-gU
for anyone who's stuck here's a list of the areas and what's in them
jesus, is this guy okay with releasing such a large demo?
just a single tower took like 90 mins
I don't want to play as Tackle I want to play as a cute bird girl. Come on devs.
I've been waiting for so long!
What 3d platformer is it most like?
bowser's fury but the platforming is hard
honestly, i'd say it reminds me a lot of jak & daxter 1, but it's not identical to that
if you've ever played yo noid 2, that was this dev's previous game
Yo Noid 2
is this the schmoove furry game
This game really taps into the satifaction that comes with parkour in that you feel like you're exploring places you're not supposed to be.
Skirting around the Garden Temple for an hour with the reveal of the garden at the top was great.
>fake retro rendering
Into the fricking trash it goes.
you can turn it off you know
I'm ignoring the retro filters simply because this is clearly supposed to be a Dreamcast/PS2 game but the filter is PS1 inspired for some reason.
So far not a big fan of the input for the aerial spin, even though it's cool idea. A bit janky for saving falls, which feel way too fast.
I didn't even know you could do it while in the air
hopefully the final game will let us rebind such things
It was explained in the tutorial signs. This demo feels like it infodumps all the tech in the start and just expects you to get them, which is fair since this feels like a gauntlet of sorts. For the actual game a more hands on and paced mechanics introduction would be nice.
I've mostly used it for jumps with tricky angles, like when you have to jump off a ledge to enter an opening directly below you
it's meant to be used for very specific jumps
mario sunshine scared devs so bad that the spin jump's true power has been locked away, like an ancient relic
I think the interface is super snazzy, the wall movement is almost exactly what it needs to be (could use a bit more vertical launch when jumping), and everything feels pretty smooth just walking around, but
1) There needs to be a bit more magnetism with rails, perches, and hooks
2) It feels like it could really benefit from a run button
3) The sand guys you latch onto don't move nearly fast enough for how big the world is, especially since they made them less responsive in order to make them feel like lasso'd animals
I noticed a lot of the complainers are trying to wallrun as if they're playing prince of persia. but the best way to do it is to be touching the wall before you even hit jump
if you time the whips correctly (just right before the meter is full) they move faster
I almost fell trying to read that dang ass sign
mario 64 romhack ass sign
I have no idea how I'm supposed to get to the upper level of this place.
You're supposed to jump into a shortcut hook that's hanging high up the structure ; it's like the only one in the demo that's isn't actually a shortcut but a mandatory part of the level
oh, that's lame then.
I remember coming across a sign that was in the water and I couldn’t find a way to interact with the sign so I could read it.
What does it say?
the only time I ever seen someone mention that sign on the discord was to complain they couldn't read it.
it's probably a bug
you're not supposed to read it it's a troll
my guess is that it says
"holy reddit how are you reading this"
This demo is super rad and I even if there are things I like less about it, I am already in love with the overall package. I am sold.
But. Do we know what the full game will actually be relative to the demo?
Will it be more of the same or will it be different somehow? I don't actually know.
the full game is gonna have dungeons and boss battles and shit
Cool, cool.
I was already sold but now I am even more excited.
none of the areas in the demo will be in the full game according to the devs. it makes sense since it was supposed to be a small toybox-like thing similar to what yooka-laylee did back for its kickstarter
I am surprised people were saying the platforming is good, it is utterly janky and unpolished.
Some were all "It's good you have to figure stuff out", but it's just not fun to have to stop every few minutes due to some weird obtuse shit that feels more like you are breaking the game rather than playing it properly.
hi jononmo
Who?
While there are a bunch of jumps that are more "which way am I gonna have to bend the physics to clear this", it all feels very intentional to me, it just has a higher caliber of execution needed than the average platformer. As someone who likes the genre but never actually dwelled into kaizo/romhack stuff, it's been hard but wholly manageable.
Main issue I kept having was finding the 'entrance' to some of these locations. Otherwise, only thing I'm wanting for it a Prince of Persia'esque rewind system if they're going to keep the level of platforming like this in the final game, just so I'm not wasting 30s backtracking to where I was since I mistimed a jump.
Only thing that's felt inconsistent to me mainly was how far I'll be wall-riding before gravity kicks in. Sometimes doesn't feel like my running momentum isn't carrying through it properly.
You two are utterly moronic and need to stop playing games.
I'm sorry the demo lacks decent visual contrast and ways of guiding players along via design cues in the map itself. Sure love it when brown tightropes blend into blend/reddish walls.
You just need to wall run more and quit being a baby.
You want to have mommy hold your hand?
if you're having trouble making things out then turn the resolution up
>feels more like you are breaking the game rather than playing it properly.
I kinda liked this ngl.
Riiiiiiigggghhhttttttt.
if you want your hand held there's a million other 3d platformers out there for you already
It's alright if you like bad level design.
You being bad at the game does not make it badly designed, anon.
it's only bad to people like you who are used to games telling you exactly what to do and where to go.
if that's more your speed then perhaps you should play mario instead.
I for one appreciate the exploration and experimentation this game provides, that most other platformers simply do not.
There is a balance, which this game fails at due to some incredibly obtuse and unfun level design.
It shouldn't feel like you are fighting against the game, I'm sorry you can have it be a more experimental/puzzle like experience without it feeling like poor level design.
skill issue
You mean not being used to moon logic platforming?
The issue is most games that do things like
would at least teach you that it can be done earlier on, so your mind will adjust to the challenges at hand and not get confused.
But this game didn't do that. That's the issue.
both posts you replied to were me.
and I figured out that walljump by myself within a minute or two.
so again, skill issue.
Do you play a lot of platformers like this? Like romhacks and such?
Maybe that could be why you are more used to things like this.
NTA, but I barely play any platformers and still figured this out within a few seconds of seeing it.
Might be you're just not cut out for these kind of games. No shame in that.
NTA, but I figured those out because Ratchet and Clank 1 had them. There's also more obvious wall to wall jumping required in the water pond tower, so it might just be a freeform progression problem as well.
>spoler
Nope.
This post actually gets it...
I had NO PROBLEM with games like R&C's wall jumping, and if you are talking about THAT tower in Big Catch Tackle Box, then yes even I figured that out, because it was an OBVIOUS wall jumping layout.
Guess your brain is more experimental. My brain tends learn from what the game actually teaches you earlier on (this happens a lot with games that introduce different puzzles out of the blue which you aren't prepared for in my experience).
>Guess your brain is more experimental. My brain tends learn from what the game actually teaches you earlier on
Now I'm curious, did you ever play the game Outer Wilds?
I'd expect someone like you to have a terrible time with it (and yet I'd still recommend you try it out).
I don't play romhacks, but I do play a lot of 3D platformers.
The wall running in this is very similar to how it was in their previous game (Yo Noid 2) so maybe that's why it's so intuitive for me. But I haven't played that in years.
Most people I see complaining are just people who are used to games like this holding their hands. I'm sick of platformers being boring, I'm sick of immediately knowing what to do, it makes playing them feel like going through the motion.
This game encourages you to actually experiment with your moveset and that's what I love about it
>This game encourages you to actually experiment with your moveset and that's what I love about it
That doesn't work if it feels tedious and janky.
Again, LITTLE tweaks to the level design is all that's needed, it can still be hard without being too hand holdy, but it shouldn't feel janky or like you are fighting a broken game (like exploiting it) to progress.
And again as
pointed out, some parts feel inconsistent with the difficulty.
>some parts feel inconsistent with the difficulty.
I think that's fine with how there's no gating with the towers, it makes sense for some of them be harder than others.
>all those beta assets sitting in the client
What's with devs not doing clean-up duty before publishing anything?
>playing through demo, having a pretty good time
>no idea what's the goal actually, or if I can even "finish" the demo
>"actually you need to collect every single coin to end the game"
>already went through every course and left some coins here and there,
>no way to know where I missed stuff, gonna have to come back and comb every level
fricking hell this just went from fun to tedious, the game is already unforgiving enough, needing a 100% to see the end is unnecessarily brutal
Since this is all we have to tide us over until 2025, I think it being hard to complete was intentional.
But if you don't feel like scouring every corner for coins you missed you could just watch the ending on YouTube,
So there was nothing behind the door? Phenomenal. Just like the golden Korok shit but worse
A special costume is hardly nothing
I haven't watched the ending because I want to experience it for myself.
But even if it's nothing, the game to me is inherently rewarding just to play.
If all this was in a free demo, I'm sure the full game is going to be amazing.
Sorry if I sound like a shill I'm just really excited for this game. Ever since I saw the kickstarter trailer it's been at the top of my wishlist
If you look down and rotate, you can see the compass needle poking out in the corner.
what is this furhomosexual marketing thread full of bots buy a fricking ad and go back
>thread has been up for 2 days
have a nice day
You know with how prevalent the whole "fisherman" theme is in the presentation, character design and story, I'd thought the fishing rod would have been a way more central gimmick of the game and I'd be grappling and reeling and swinging around constantly, instead of having a more in-depth, but normal platformer moveset
What am I supposed to do here? My guess would be that pole, but I don't know how to reach it.
jump to the pole spanning the doorway from the pole on the right side, then jump to the pole on the left side from there
Oh right, I got it. Thanks.
Wtf? Why are there people playing video games here?
we aren't the whole thread is actually just me replying to myself
you can keep jumping off a water's surface if you have enough speed
neat
I'm not a game-dev but I would have made the door open once you've collected 500 coins, and left maybe 70 excess coins that you can collect for a bonus and bragging rights.
that sounds significantly less bullshit, we can't have that
I'm stumped here in the palace. Am I thinking of this correctly? The parallel walls are too far to simply walljump between them, so I have to weave a wall slide after every jump on the central wall ? That's super hard to me because I end up wall jumping off the central wall instead most of the time
It's pretty easy once you know what to do, the game just never really teaches you this
>worse walljump than pseudoregalia
not sure if I wanna play anymore. canned wall jumps are ass.
what do you mean by "canned" ?
yup I realized you can flick the stick in the opposite direction and jump accordingly before making sure you have "latched" onto the parallel walls, thank you
was it really just for 3 coins
that's like the one time in the whole game where you have to do one of them asthmatic walljump sequence (where you barely gain any height between loop) otherwise you always reach the correct distance needed for any given jump within 1 to 3 actions
>Couldn't figure this out
>I beat this level without doing this
>Thought I did it right but I just accidentally found a level skip
This right here is the issue.
You can skip the required platforming sections without realising it, which strongly implies a lack of polish.
The difference is the game actually expects and rewards you for creative thinking like this.
In Pseudoregalia if you did shit like this you would sequence break and frick yourself over by missing essential items.
How does Big Catch reward you?
So far much of the time it feels like I can barely find the fish to catch.
Have it, but never played it properly.
On a side note, I swear there is only one or two people here praising it as they seem to have the same style of typing.
Most fans of the game have long since stopped discussing it due to the massive amount of shitposters and falseflaggers OW threads seem to attract.
It's the same shit with Signalis: the moment you start a thread even remotely connected to the game the entire thread gets shitposted to death.
that's a very weird mindset to have in those kind of games man. For example that's exactly what made pseudoregalia great to me: being able to clear some sections without the ability it was built for, because the moveset is THAT versatile. Makes me feel cool when I figure a way to skip a couple hurdles at once, instead of "huh I guess the devs were too stupid to realize that" (especially when most skips are definitely intentional)
>missed the whole thread
goddamnit
I've seen multiple people say Rayman 2 as an inspiration but I thought it looked more like Rayman 3, especially some of the environments in the trailer
shoulda added "the big catch" to your pin filters
How did you guys get to this pole right here? I think I may have done some skipping as well since this is was the last explored section I got to.
you're on the end side of that part so you definitely skipped some stuff somehow
I thought that the pole was out of reach from the sling, so I used it to get up to the underside of the bridge instead.
I see, well you were meant to fling yourself all the way to the pole, and then climb from the other side, onto the bridge to then go back to the first building, but at a higher level. If you walked all the way back to that pole then you went through what you initially skipped, just backwards
I got there by dropping down from the garden, so definitely a skip.
I accidentally did this level skip as well on this part and did not realize that was the 'wrong' way to do things.
Latching onto those little black weasels to traverse the desert with uplifting adventurous music feels like nostalgia crack to me.
>thread about to 404
it's been fun, friends