Squinty wrote:Tried the impossible lair once more, made it to 49% completion. It's insane.
I now have 43 bees. Think I've done all the levels. I assume I'm missing a few secret exits.
This is similar to where I'm at. Also have 43 bees, have done all the levels (but only found a couple of secret exits and am missing plenty of twit coins), and after 3 attempts have only reached 43% completion of the impossible lair.
I've enjoyed the game. The overworld has been my highlight, especially in the various inventive ways of affecting the levels to unlock their alternate forms. The levels themselves have been entertaining, although I find it frustrating how the level design is all built around giving you a single shot at getting a secret. If I'm not far past a checkpoint, I'll deliberately kill myself for another shot. If I'm a way past, I'll just grumble at missing something and move on. I'm all for hidden challenges, but I want to be able to repeat them, not be forced back through half a level because I messed up one time.
The vials are a neat idea with their +/- quill multipliers, but in practice poorly implemented. Far too many are novelty filters, the kind you'd more expect to be hidden in a secrets menu, which makes finding them feel pretty unrewarding. Those that affect the quill multiplier are most often just unwieldy. The powerups sound useful, like running or swimming faster or getting a triple spin ability, but I don't equip them because I don't want to lower my multiplier. Those that raise the multiplier do so in mostly annoying ways. Who is honestly going to choose to play the game with the controls constantly reversed in order to get a 10% boost to quills? It's a bit rubbish really. I wish those were implemented a lot better, and I wish the powerups were actually just permanent moves you learnt throughout the game - it really lacks a sense of character progression in that sense.
My final, and biggest, criticism is of the Impossible Lair itself. I've played through all 40 of the game's levels, and now other than hoovering up collectibles I just have the final level to beat. I'm not going to do it. Despite the game not being easy, the difficulty still spikes, but worse is the complete lack of checkpoints. The lair is long and even after a couple of attempts I'm already frustrated at being forced to replay all of it. I don't mind the challenge so much as the lack of respect for my time - and I'm simply not going to waste any more of it.
It's a shame that both Yooka-Laylee games have been let down by their final boss, but that seems to be the case. It's a bit of a baffling design decision, really, to make the finale of the game so different in structure to everything that has come before it.
I feel largely the same way about the game the more I play it. That's not to say I haven't been glued to it entirely. It does a lot right, and I would recommend it to anyone despite my criticisms of it.
The way the levels are structured, it's not really fun to have to suicide yourself if you missed something. Sometimes the levels will stick a natural barrier to stop you going back to look, and you have to restart the entire thing to search for what you missed.
I kinda feel the game is a bit loose in terms of physics and hitboxes as well. The product just lacks some finesse in some aspects.
I really like the overworld and the levels largely. There's just some shortcomings in the design of the latter.
I haven't played it since Sunday and plan to stick more time into it to see if I can finish the Impossible Lair. But I'm not worried if I don't finish it. It's kind of weird how much of a difficulty curve it is.
I get what they were going for, basically a Breath of the Wild style 'prepare' setup, but I think they might have misjudged how difficult they really needed to make it. It also seems like parts of it are really inconsistent, the first 25% of it is brutal, the parts I played after that were nowhere near as difficult.
I feel like I need to reiterate that I have really enjoyed the game. It's charming as strawberry float. Anything that keeps me interested for more than a few hours at a time these days is worthy of praise. It is just a bit flawed. I hope they make a sequel and improve on what they managed to do with this.
I almost pre-ordered this but, based on what you guys have said, I suspect I did the right thing in holding off. It looks to be a decent game, of course, with some cool aspects... but the difficulty of the Lair level has been mentioned in a few of the assessments that I've watched / read and, being realistic, I think I'd get super-frustrated with that.
Glad that you've still gained a lotta fun out of the bulk of the levels, though :-) .
I think it's still worth playing despite the massive misstep of the lair. It has some real charm. The music, while not as good as the soundtrack for Tropical Freeze, is still really wonderful in places (the best track in the game isn't even a Dave Wise one). It was 20 quid as well.
Got all the bees, got to 73% in the lair on a sixth attempt. But I think I'm done. I don't want to keep repeating the early parts of the lair and the boss encounters because that just isn't fun to me.
I gave up trying to do the finale. I probably could have managed it with enough practice but I would not have enjoyed it, so what would be the point? I have long passed the point in my life where I will spend hours toiling away to achieve such a thing. Hopefully the devs listen to the feedback and allow some way of reducing the challenge.
Meep wrote:I gave up trying to do the finale. I probably could have managed it with enough practice but I would not have enjoyed it, so what would be the point? I have long passed the point in my life where I will spend hours toiling away to achieve such a thing. Hopefully the devs listen to the feedback and allow some way of reducing the challenge.
It's just too long. I found my attention span drifting while I was playing it, and that led to hits, which in turn adds to frustration.
The best solution would be to introduce an alternative level design the same way you have them in the other parts of the game by performing some action in the overworld, but make it so you can only unlock it after opening up all the other areas of the map.
Meep wrote:The best solution would be to introduce an alternative level design the same way you have them in the other parts of the game by performing some action in the overworld, but make it so you can only unlock it after opening up all the other areas of the map.
Actually, that would work.
As it stands, I'm done with it. But I've been listening to bits of the soundtrack. It's nostalgia inducing (I mean, this is basically aquatic ambience worship).