TheGabbaGhoul
Member
- Nov 24, 2018
- 109
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Wall jump feels incredibly unintuitive and clunky with how it's used. Make it easier, please.
it feels fine on my controller so shrugWall jump feels incredibly unintuitive and clunky with how it's used. Make it easier, please.
uuh... this game name is Rogue Princess and not peak. there no mountain to climb toholy shit this game is peak
While I find your previous points reasonable, this one here makes no sense to me. If it's practically a requirement to remap all the controls after downloading the game, that's an issue. Though I'm willing to give demos a pass since they're demos, it's doesn't change the fact it's an issue. How big of an issue it is, is another story. Though it should probably at least be mentioned in the game's description so people know ahead of time.Side note C (actually really important, just didn't know how to fit it into the main point): If you're going to judge a game by any merit, judge based on the absolute extent of what you can do to make the game as playable as possible, barring glitches or unintended exploits. While first impressions are important, they aren't the end all be all of a game and can often be extremely subjective based on how much a person actually ventures to find for themselves. So unless there is NO WAY for you to make your life easier in a certain aspect, I don't see the use in pointing said aspect out as a flaw.
My bad, I look at the images wrong. That said, I feel like just making a new sign would probably fix the issue rather than an entire phrasing change. I can see how the phrasing would be confusing, but it really depends on how you're reading it.As I just showed, those three tips come from the same sign. And to not belabor the point, the signs will probably (hopefully) be made clearer, soon; the third tip especially needs rephrasing.
...You twisted my words a lot here, which is really annoying, but I'll explain a bit clearer. I'm not saying that you have no right to complain about any given mechanic or aspect of the game if you the player have control over how easy it is to deal with. What I said is that if you're going to bring it up as a flaw, make sure that the flaw's extent is entirely on the game and not you. If there were an RNG check for story progression, it would not be fair to complain about the 99% failure chance if there were an item to make it easier that you needed to get. If that item was the only one you could get and only brought your chances of success up to 10%, then you'd still be able to complain about the issue at that extent, because there's nothing that could be done to possibly make that easier or more fair from that point on. Basically, if the problem is at all exacerbated because of your own negligence or ignorance, then that part of the flaw is not fair to factor into your opinion of the game.While I find your previous points reasonable, this one here makes no sense to me. If it's practically a requirement to remap all the controls after downloading the game, that's an issue. Though I'm willing to give demos a pass since they're demos, it's doesn't change the fact it's an issue. How big of an issue it is, is another story. Though it should probably at least be mentioned in the game's description so people know ahead of time.
I might be reading this wrong, but how I'm reading it is, you're saying it's all on the player to do everything they possibly can to make the game easier except for using bugs and exploits. If they don't, any problems with the game is entirely the player's fault. The player is only allowed to call things issues if there's no possible way for the player to deal with it. Which is... what? Not to mention, you didn't say solve the issue, but make it easier. So for example, if there's a RNG check required to progress the storyline but it's 99% failure chance, and if you fail your save gets deleted. BUT since you can get an item that drops it to 90% failure chance, that means it's not an issue and players aren't allowed to complain about it. Because there's a thing they can do to "make it easier".
Also I did remap the controls for this game. The example I used in my comment was from using the base controls. Which are screwed.
...You twisted my words a lot here, which is really annoying, but I'll explain a bit clearer.
If you're going to judge a game by any merit, judge based on the absolute extent of what you can do to make the game as playable as possible, barring glitches or unintended exploits.
I might be reading this wrong, but how I'm reading it is, you're saying it's all on the player to do everything they possibly can to make the game easier except for using bugs and exploits. If they don't, any problems with the game is entirely the player's fault.
So unless there is NO WAY for you to make your life easier in a certain aspect, I don't see the use in pointing said aspect out as a flaw.
I'm honestly not sure how I'm "twisting your words a lot here". Because the impression I got from your comment was you blaming everything on the player. I even straight up admitted your comment didn't make sense to me, and it might be cause I read it wrong.The player is only allowed to call things issues if there's no possible way for the player to deal with it. Which is... what? Not to mention, you didn't say solve the issue, but make it easier.
Yes, that's reasonable. I understand that and never said the default controls should be changed into what's best for me. My issue is... I think I found a better way to word it? The base combinations, and how the tutorial teaches you to play. Specifically, these two aspects together.Not everyone's gonna be comfortable with every control scheme, so the only reasonable solution IS a way to change the keybinds. Conforming to something that you personally are used to as a default wouldn't fix anything, but instead it would just shift where the problem lies.
I'm curious, did they trust the tutorial and step on the path of 5 key combos, or did they know about the up arrow?many other people outside of this thread in particular have expressed minimal issues with the base keybinds.
I meant that you read horrendously wrong, as well as implied that complaining about a game is nigh impossible by my standards, which is not what I was saying at all. I forgive it partially because you said you misread, but it still seemed a bit too far out to be as simple as a misunderstanding, which is why I was a bit more annoyed. But regardless, the point I was making is that any specific aspect that could be a flaw should be tested by the player before complaining about it to ensure that the issue is the game and not something they could have avoided. Hence the tutorial example: you can avoid going into a game blind if there's a tutorial available, but you can't avoid the way you get to the tutorial being unfair. It is not always the player's fault for any given inconvenience or flaw with the game, but the player should make sure that there's no feasible way for the issue to be blamed on them.I'm honestly not sure how I'm "twisting your words a lot here". Because the impression I got from your comment was you blaming everything on the player. I even straight up admitted your comment didn't make sense to me, and it might be cause I read it wrong.
Some knew, some didn't. It was a about a 50/50 in that aspect. As for the sign...that probably should be told to Dingus, that's something everyone missed apparently.I'm curious, did they trust the tutorial and step on the path of 5 key combos, or did they know about the up arrow?
Edit:
I double checked the tutorial, seems like I remembered "hold v to pickup and release to toss" wrong. The tutorial does say Attack to throw, but the issue is the Grab Throw setting is on by default, so letting go of V to press C just throws her before I even get to C. I guess at the time, I figured it was a typo and moved on?
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Go to the right and wall jump from that wall, that's a lot easier.Has anyone managed to get on top of this building in the tutorial? The closest I got was where I circled, I doubled jumped, wall jumped, got lucky with catching Athena on the bounce up and managed a triple jump.
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Quick note: Dingus knows apparently. It's being fixed.Some knew, some didn't. It was a about a 50/50 in that aspect. As for the sign...that probably should be told to Dingus, that's something everyone missed apparently.
...Okay, hold on, I may be remembering a previous version of the tutorial, gimme a second.I uhhh, don't think that's possible. Solid roof and wall here. Button just opens floor into tutorial's exit door.
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I see what you meant now, but chances are that was specifically designed to be unclimbable. Someone's gonna try though-...Okay, hold on, I may be remembering a previous version of the tutorial, gimme a second.
Platforms are made for platforming. It is unavoidable.I see what you meant now, but chances are that was specifically designed to be unclimbable. Someone's gonna try though-
...From now on, from this situation alone, I'm nicknaming you Icarus-I uhhh, might have done an oopsie. So you know how the edge of the screen is climbable? I was gonna try to see if I could touch the sky, but turns out the right side screen in tutorial room is NOT climbable. And I'm now one with the void. I've fallen into the abyss beneath the map. You can't see it in the screenshot, but Athena's spazzing back and forth as she tries to follow me. She's really panicking.
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...the light, it called to me, how could I resist?...From now on, from this situation alone, I'm nicknaming you Icarus-