BONELAB
Summary of every level (Spoilers)
Level 00 - Main Menu - Self Explanatory

Level 01 - Descent - Wander through a dungeon that teaches the player little to nothing about future mechanics, assuming you have already played BW, then somehow ends up in a factory full of containers...?

Level 02 - Bonelab Hub - Enjoy an unnecessary crane puzzle that's attached to starting each of the 6 minigame areas (Except only the 3 Yellow orbs are needed to progress through Quarantine Door). Also jump into a large pool and get soft-locked. An office with an unusually placed crane in the ceiling.

Level 03 - Longrun - End up in a sewer, with a single ball "puzzle" at the start that just requires 2 buttons to be pressed, and a GOW box-moving "puzzle" into a button, then annoying climbing sections, and things that look like they were accidentally left in the game with no reason to exist.

Level 04 - Mine Dive - A literal on-rails Indiana-Jones theme park ride. That's the entire level.

Level 05 - Big Anomaly A - Short Series of hallways leading to Jimmy Wong, then pulled into the minigame elevator.

Level 06 - Street Puncher - A tactical trial in a small city setting where you have to kill a certain number of unarmed guards to progress.

Level 07 - Bridge Run - Falling and bad climbing physics simulator. Jump onto blue container in second half and up onto the bridge surface to escape hell.

Level 08 - Magma gate - Tower defense but you throw enemies off a bridge, lasts like 2 minutes

Level 09 - Moon base - A literal sandbox map... Just casually stroll to the destination and press the button and it's over. Had no reason to be included.

Level 10 - Monogon Raceway - Loli simulator, blasting eurobeat while driving a poorly-controlled go kart.

Level 11 - The Pillar - Climb the worst obstacle course you've ever seen while having your avatar constantly changed to things that can't reach, then get confused when you get to the top because the game doesn't tell you to shoot the void ball.

Level 12 - Big Anomaly B - Literally level 05, just exists to transition to level 13.

Level 13 - Ascent - The only level the avatars even matter in, just like all levels that came before it, abstract design that doesn't look like it leads anywhere, just changes scenes at random. Has bugged capsule with nothing in it. It's also the largest level.

Level 14 - Home - Fight through a shockingly-small Medieval town, end up at a windmill and get carried to the end of the game. Ride Taxi for a little over 3 minutes.

Level 15 - Void G115 - It's the main menu but open.


So there's really only 4 real levels. Also, doesn't seem to be any puzzles in this game.
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Not to mention levels are often bugged, and some achievements can't be completed.
My biggest gripe is weapon handling and traversing. The physics in this game need ironed out badly it should be the first thing they work on. You can't properly climb over a ledge without flying in a random direction. And guns don't line up properly when you aim. Other than that, street puncher is my favorite level. Real memorable experience.
Автор сообщения: Epstein's Assassin
My biggest gripe is weapon handling and traversing. The physics in this game need ironed out badly it should be the first thing they work on. You can't properly climb over a ledge without flying in a random direction. And guns don't line up properly when you aim. Other than that, street puncher is my favorite level. Real memorable experience.
The only level with good music tbh.
I actually can't believe how little there is to do in the game's story mode - I spent 20 hours just replaying bonework's story levels, which had much better design. How is this the product of 3 years development?
Автор сообщения: suh dude
I actually can't believe how little there is to do in the game's story mode - I spent 20 hours just replaying bonework's story levels, which had much better design. How is this the product of 3 years development?
They made an experimental physics game... with no physics puzzles.
there's a sledgehammer in the pool that you can use to climb the shipping containers get-over-it style.
also, there is a bounce pad.
skill issue.

(note: the campaign is terrible. and they somehow managed to regress on bonework's physics. i am not defending it.)
Автор сообщения: World's #1 Konata Fangirl
there's a sledgehammer in the pool that you can use to climb the shipping containers get-over-it style.
also, there is a bounce pad.
skill issue.

(note: the campaign is terrible. and they somehow managed to regress on bonework's physics. i am not defending it.)
Ah, I forgot about the bounce pad. Perhaps they should make them a different color than the ground.
I absolutely HATED the Moon level. It was completely unnecessary. I also HATED the Bridge Run map. Otherwise, the Crane sucked. It was boring. Could've been so much more intuitive instead of a slog that it was.

I really really enjoyed the Street Puncher level and Magma Gate. Those definitely stood out the best for me. I felt the most freedom in those maps specifically.
Отредактировано |Pipe Dreams; 4 окт. 2022 г. в 10:11
Автор сообщения: |Pipe Dreams ☕
I absolutely HATED the Moon level. It was completely unnecessary. I also HATED the Bridge Run map. Otherwise, the Crane sucked. It was boring. Could've been so much more intuitive instead of a slog that it was.

I really really enjoyed the Street Puncher level and Magma Gate. Those definitely stood out the best for me. I felt the most freedom in those maps specifically.
The bridge map is falling simulator, moon has no reason to exist.
is this literally the conversation of why bonelab sucks:steamthumbsdown:
The thing that gets me is how you had to try each game mode to progress the game from the hub then be forced to do each game mode again for the character levels a few minutes later. It is just pure padding.
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Дата создания: 3 окт. 2022 г. в 18:42
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