I think someone in the Isaac thread mentioned that the expansion doesn't directly carry the save over, there's an import option in the menu.
Though they also said it seems to be not converting everything correctly (like forgetting the did the dark room with Judas or whatever).
You get a double jump and some claws that let you grab onto and kick off walls.
Those + the faster movement boots really up your mobility.
There are still some real asshole jumps, but its La-Mulana so of course their are.
Hmm. I don't know if that would ease my suffering. The problem I have with the jumping in games like La Mulana, Volgarr, and Ghouls n' Ghosts has more to do with their physics. I prefer a metroidvania with more traditional Mario-style jumping, which means I maintain control of horizontal movement at all times--even during jumps. In fact, Miyamoto did that on purpose specifically BECAUSE it is annoying to lose it during jumps. But in a Ghouls n' Ghosts style game, once you press the jump button, you don't get horizontal control back until your feet are back on the ground. In the worst cases, the jumping only has two directions---either straight up with no horizontal speed, or to the left/right with a predetermined horizontal speed/distance, which means you always have to jump from a sort of predetermined distance for accurate jumps.
The double jump might help a LITTLE if the second jump allows you to change direction mid-flight, but it's really that complete loss of horizontal control during jumps that gives me a headache.
One of the items let's you move around when you jump as well if I recall.
allow me to confirm
that there is no such item
jump with determination, la-mulanites
You get a double jump and some claws that let you grab onto and kick off walls.
Those + the faster movement boots really up your mobility.
There are still some real asshole jumps, but its La-Mulana so of course their are.
Hmm. I don't know if that would ease my suffering. The problem I have with the jumping in games like La Mulana, Volgarr, and Ghouls n' Ghosts has more to do with their physics. I prefer a metroidvania with more traditional Mario-style jumping, which means I maintain control of horizontal movement at all times--even during jumps. In fact, Miyamoto did that on purpose specifically BECAUSE it is annoying to lose it during jumps. But in a Ghouls n' Ghosts style game, once you press the jump button, you don't get horizontal control back until your feet are back on the ground. In the worst cases, the jumping only has two directions---either straight up with no horizontal speed, or to the left/right with a predetermined horizontal speed/distance, which means you always have to jump from a sort of predetermined distance for accurate jumps.
The double jump might help a LITTLE if the second jump allows you to change direction mid-flight, but it's really that complete loss of horizontal control during jumps that gives me a headache.
One of the items let's you move around when you jump as well if I recall.
allow me to confirm
that there is no such item
jump with determination, la-mulanites
He seems to do it several times in this video (spoilers for the last area in the game):
The boots increase movement speed so you can jump a bit further, and the feather lets you double jump. If you're moving and jumping there is no air control, your jump arc will be in whatever direction you are headed. If you jump straight up once you reach the apex of your jump you can move slightly to the left or right as you fall.
Then there's the gloves, which let you stick to a wall and jump off of it, but you can't gain height this way since the jump is to the side arcing downwards. Well, unless you don't hit the jump button at the right time when you let go of the wall-grab button. Then you just fall straight down.
The movement in La Mulana is incredibly precise, but also doesn't give you many options or flexibility. You have to know what you want to do ahead of time then commit to it. It's a rough game.
Jumping into a wall cancels out your dedication to the jump, a quirk of the engine you are required to know to pass some of the jump challenges of the game
I also apparently have to watch this guy's video on the not easy part of Hell Temple
Duke 2.0 on
+1
Options
turtleantGunpla Dadis the best.Registered Userregular
Jumping into a wall cancels out your dedication to the jump, a quirk of the engine you are required to know to pass some of the jump challenges of the game
I also apparently have to watch this guy's video on the not easy part of Hell Temple
Hehehehe poor Deceased Crab.
He's done hell temple 3 times now. Twice in the original game and once in the remake.
You get a double jump and some claws that let you grab onto and kick off walls.
Those + the faster movement boots really up your mobility.
There are still some real asshole jumps, but its La-Mulana so of course their are.
Hmm. I don't know if that would ease my suffering. The problem I have with the jumping in games like La Mulana, Volgarr, and Ghouls n' Ghosts has more to do with their physics. I prefer a metroidvania with more traditional Mario-style jumping, which means I maintain control of horizontal movement at all times--even during jumps. In fact, Miyamoto did that on purpose specifically BECAUSE it is annoying to lose it during jumps. But in a Ghouls n' Ghosts style game, once you press the jump button, you don't get horizontal control back until your feet are back on the ground. In the worst cases, the jumping only has two directions---either straight up with no horizontal speed, or to the left/right with a predetermined horizontal speed/distance, which means you always have to jump from a sort of predetermined distance for accurate jumps.
The double jump might help a LITTLE if the second jump allows you to change direction mid-flight, but it's really that complete loss of horizontal control during jumps that gives me a headache.
One of the items let's you move around when you jump as well if I recall.
allow me to confirm
that there is no such item
jump with determination, la-mulanites
He seems to do it several times in this video (spoilers for the last area in the game):
They are apparently trying to make 2 less obtuse, so I am as well.
if the vita EX version is any indication of their ability, they can certainly do it
just limiting the branching paths at certain points and making a bigger deal out of certain puzzles helps a huge difference at avoiding the "ok i solved it...what did i that do" which causes so much backtracking if you blink
They are apparently trying to make 2 less obtuse, so I am as well.
if the vita EX version is any indication of their ability, they can certainly do it
just limiting the branching paths at certain points and making a bigger deal out of certain puzzles helps a huge difference at avoiding the "ok i solved it...what did i that do" which causes so much backtracking if you blink
They are apparently trying to make 2 less obtuse, so I am as well.
if the vita EX version is any indication of their ability, they can certainly do it
just limiting the branching paths at certain points and making a bigger deal out of certain puzzles helps a huge difference at avoiding the "ok i solved it...what did i that do" which causes so much backtracking if you blink
I did not know that the Vita version was a remix.
Guess there are 5 Vita games I want now.
Main draw is the bestiary imo
Wouldn't say remix but there's a bunch of small changes - for instance sign arrows at the start indicating you can go left, bunch of compasses have changed rooms, some puzzles have more requirements which can throw you off if you're just muscle memorying through it - I actually thought I had softlocked the game a bunch of times because it was something like "reading this tablet was required now"
Bunch of things stand out more too - the infinity symbol that appears in that one room is now pitch black and appears with a huge white flash instead of subtly fading to slightly darkened
One of the aspect ratio masks now has the number symbols listed in order in it
Has there ever been, like a zelda/metroidvania, that wasn't fully linear?
Like, each area still has it's puzzles, but instead of needing 1 specific thing to pass the area, you could solve various ways in with various items. I'm kinda stumped on how to describe what I mean.
Has there ever been, like a zelda/metroidvania, that wasn't fully linear?
Like, each area still has it's puzzles, but instead of needing 1 specific thing to pass the area, you could solve various ways in with various items. I'm kinda stumped on how to describe what I mean.
Has there ever been, like a zelda/metroidvania, that wasn't fully linear?
Like, each area still has it's puzzles, but instead of needing 1 specific thing to pass the area, you could solve various ways in with various items. I'm kinda stumped on how to describe what I mean.
LaMulana has bosses that opens up paths, but you could theoretically kill the bosses in any order if you know the routes well enough
"non-linear" and "multiple puzzle solutions" aren't really the same thing, too - link between worlds is non-linear, but each dungeon still has an item that you'll want to bring to it
Has there ever been, like a zelda/metroidvania, that wasn't fully linear?
Like, each area still has it's puzzles, but instead of needing 1 specific thing to pass the area, you could solve various ways in with various items. I'm kinda stumped on how to describe what I mean.
So I didn't realize until I beat the game and was still at 84% completion that the store in Shantae and the Pirate's Curse sold attack upgrades. I was wondering why the game seemed hard as hell.
Apparently Microsoft was also open to letting Lab Zero put the prototype up on Xbox, but the porting process wouldn't be as easy since Lab Zero already had experience porting Skullgirls to PS4
Dredmor is maybe the perfect roguelike for me. Good variety in ability options, challenging but fair enough to let planning and player skill overcome randomness, actually amusing, good art style.
I ran into the same thing I did with FTL and Dungeon of the Endless though, where once I beat it I had zero interest in going back and playing again even with the option of different loadouts. The game was just over for me.
Dredmor is maybe the perfect roguelike for me. Good variety in ability options, challenging but fair enough to let planning and player skill overcome randomness, actually amusing, good art style.
I ran into the same thing I did with FTL and Dungeon of the Endless though, where once I beat it I had zero interest in going back and playing again even with the option of different loadouts. The game was just over for me.
Did you try out the other ships in Dungeon of the Endless? Once I figured out some of the specialty ones those got another 3-4 playthroughs out of me.
Posts
But it's free, and I love the art style, so I'll definitely give that a try
So basically Battle Chef Brigade
Though they also said it seems to be not converting everything correctly (like forgetting the did the dark room with Judas or whatever).
I haven't played it yet but I heard there is one
it's not full control and it's still really satisfying
the big frustration with movement is that every point of damage will send you flying backwards no matter what with no possible saves
well that's goddamn weird
Naw, I'm sure it will run quite similarly to the PC build.
allow me to confirm
that there is no such item
jump with determination, la-mulanites
He seems to do it several times in this video (spoilers for the last area in the game):
Then there's the gloves, which let you stick to a wall and jump off of it, but you can't gain height this way since the jump is to the side arcing downwards. Well, unless you don't hit the jump button at the right time when you let go of the wall-grab button. Then you just fall straight down.
The movement in La Mulana is incredibly precise, but also doesn't give you many options or flexibility. You have to know what you want to do ahead of time then commit to it. It's a rough game.
I also apparently have to watch this guy's video on the not easy part of Hell Temple
Hehehehe poor Deceased Crab.
He's done hell temple 3 times now. Twice in the original game and once in the remake.
I can not even imagine going into that game blind. Holy shit, that would be a nightmare.
i am super excited for going into the sequel blind
and the diabolical Witch Platform puzzle after it is the true evil nightmare of sin that defies all decency
and the trap in the VERY LAST ROOM christ
Oh god, he's got one of those voices. You know, those voices.
if the vita EX version is any indication of their ability, they can certainly do it
just limiting the branching paths at certain points and making a bigger deal out of certain puzzles helps a huge difference at avoiding the "ok i solved it...what did i that do" which causes so much backtracking if you blink
I did not know that the Vita version was a remix.
Guess there are 5 Vita games I want now.
Main draw is the bestiary imo
Wouldn't say remix but there's a bunch of small changes - for instance sign arrows at the start indicating you can go left, bunch of compasses have changed rooms, some puzzles have more requirements which can throw you off if you're just muscle memorying through it - I actually thought I had softlocked the game a bunch of times because it was something like "reading this tablet was required now"
Bunch of things stand out more too - the infinity symbol that appears in that one room is now pitch black and appears with a huge white flash instead of subtly fading to slightly darkened
One of the aspect ratio masks now has the number symbols listed in order in it
Like, each area still has it's puzzles, but instead of needing 1 specific thing to pass the area, you could solve various ways in with various items. I'm kinda stumped on how to describe what I mean.
Lots of them.
They're just not always intended to be that way.
Why I fear the ocean.
LaMulana has bosses that opens up paths, but you could theoretically kill the bosses in any order if you know the routes well enough
Ittle Dew does this reasonably well, as I recall.
I can confirm that this is how games are made
I reallllllly hope this gets it the exposure to push it past the line
They just didn't have enough time to port to Xbox
I love the overall design of Dredmor, but I can never finish a game.
It just goes on for too long.
That's the fun of it!
I ran into the same thing I did with FTL and Dungeon of the Endless though, where once I beat it I had zero interest in going back and playing again even with the option of different loadouts. The game was just over for me.
Did you try out the other ships in Dungeon of the Endless? Once I figured out some of the specialty ones those got another 3-4 playthroughs out of me.
https://www.youtube.com/watch?v=M85Yrq-et48