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Thanks for the answer, it's really not the one I wanted to hear, but eh, so be it.
Several points when you unlocked a new power, the game was fully willing to at least show you the controls for that new power, which button to use it, and then it tosses you into the "playground" where you can learn the extra little things it enables on your own. For walljumping though, it has a fairly strict requirement as I understand, needing you to dash into a flat wall to start clinging on. At the very bottom of the yellow area there was a slightly elevated platform that would have been a perfect spot to just add a brief popup of the dash button.
With how the entire rest of the game is clearly focused on "you get a powerup that enables X new ability", I saw that spot, saw how narrow the room was encouraging me to just keep moving forward, and the conclusion I came to was "I'll backtrack here later on when I get an upgrade".
Rather than not being done well at all, I feel like it genuinely contradicts the design style of the rest of the game. Minor things, like getting some of the HP upgrades, are left completely unexplained and require the player to figure them out on their own, but the major abilities like dashing on water as Blue, slingshotting yourself as Orange, or even that you'll eventually gain more combat options when I came across an enemy that had fire weakness before ever fusing with Orange, are at least clearly shown to be a new ability that you either just unlocked, or will unlock soon.
It's a bit frustrating that there was this entire zone stuck in my head that I dismissed not because I didn't want to explore it, but because the game has taught me "You'll need a powerup first", and then never gave me that powerup because it was always there from the start
Wall jump: Shard 13, minute 4:13
https://youtu.be/3OIIIlKSckQ?t=254
Running up the wall doesn't work either. Do I need to hold it before crashing? Press it after crashing? Crash into the wall while running?
Are you just normally running or using the turbo sprint? The sprint should automatically run up a wall.
When in fact you must press during this pause, and after that it's too late.
Maybe if pathfinding towards Orange was forcing me through a wall-jump section I might have discovered it, but it helpfully makes a path around the map, so I didn't need to.
And, as for wall-running, running has an ability to jump and then continue running, plus a cool animation of stopping, plus why would I genuinely crash face-first into walls?
There are only around 3 climbable walls in all of first 6 areas, with 2 of them possible but useless, and only the third (huge flowers section) actually required. Even when I'm looking for them while backtracking, there aren't many options.
I feel like maybe the North area transition explains wall-running by just making you stumble into a step while running through the darkness, and that makes you flip in the air and think - wait, what was that?
You need it a lot in the path of determination https://www.youtube.com/watch?v=i_WG1305v1I&ab_channel=BlackTorito
Definitely agree on the HP shard thing, some of them are just outright "Oh scream at these perfectly-aligned graphics to get a shard :)" and 9/10 times you would be too distracted trying to find the darn stick hand to look at THE FLIPPING FOREGROUND.
(I'm talking to you, lake area =,=)