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Jasper reduced the spawn ratio a lot of the meteors since launch. It's like 1/8th of what it was originally. But maybe it needs to be reduced more?
I suspect that the confusing level generation in Zone 4 makes everything else even more frustrating though, maybe the meteors wouldn't feel so harsh if you didn't feel so lost. I realized tonight that the way we designed the rules for routes in Zone 4 creates loops that that you can get lost and stuck in forever. I'm making some changes now to iron them out. It will come in a patch very very soon (today or tomorrow).
Just out of curiosity, how many attempts have you done in Zone 4?
Oooph, sorry! Any idea how you died?
Might be my 8th ? I been trying with the shortcut a bunch of times because i would just like to get to the ending in case there something more after the ending and also hoping the "missions" select from zone 4 will not have me reclimb the hub stage over and over.
As for the meteors, it isn't that they are annoying in themselves but maybe they respawn too quickly ? If there were larger gap between the time they blow up and spawn again, it might be more easy to climb around them, especially when moving platforms cross their paths !
Also geodes should not be able to sap you of all of your stamina if you are standing on the ground. Have had a couple of areas where you cant make any progress because you are constantly being zapped while on land
I was watching a friend play the other day and I think I saw you're talking about. The meteors sometimes spawns way too close to the player. I'll keep an eye on it for sure.
I'd be curious to know what you think about the changes I did to Zone 4 as well!
It's probably too late now, but could you share your player log if that happens again? It might be something wrong with that seed/level/generation.
Have you played Zone 4 again since the last update? It's supposed to be more easy to navigate. Maybe that puts the pressure off the meteors a bit?
Really curious to hear!
- moving ghosts + meteors
- moving platforms + meteors
These were run killers.
I'm rebalancing the pulsing crystals now so that they are not as fatal (reducing the faint time). Cause I feel like those are the main culprit? Since there can be a lot of them. I hesitate to make too many things too easy at once since it could remove too much challenge from the zone.