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There's a little shortcut in a few places where you can stand on the edge of a platform.
Also remember you can indefinitely hold your position (and let yourself get a breather) by wall-grabbing.
It took me about an hour.
for me the missing skill was: when stuck to a thin dimension-switchable wall, dimension switch, uppercut, dimension switch, and you're on the other side. it makes one part of the treetops relatively easy. i've been stuck on this part for significant time, trying with precisely timed double jumps and other specials.
sometimes if you stick to a certain strategy and keep on failing it might make the challenge appear impossible while all you need is another approach. youtube videos will hint you an approach and you can certainly replicate it within reasonable time. you've managed to get all the remaining orbs so you have what it takes.
It will spoil one joke though.
Anyway if not for the Youtube vids I'd probably have ragequit this.
On the other hand I almost did ragequit when I got to La Cueva de la Locura. I happened onto that location by accident. There was no save point nearby at all. I couldn't leave without losing progress. Had to force myself to complete that, because I knew there was gonna be something interesting past it. Even turned off the music just to get the rhythm right. That took me a couple hours I think.
Thankfully there was only one room of true madness.
I think the designers here are good at making things almost completely insane but not quite.
... unlike the last f%$# level on hard where pretty much you can win a fight not being hit once or you get killed by the weakest guy on screen...
Yeah, the key word there is "flawlessly", to which I refer you above to my quote of JonTron.
When a game stops being fun and starts being work, it's not worth playing anymore.
but yeah, i get the point. for me super meat boy dr fetus boss stage was the point i said to myself "f%$# it, i am too old for this, there are other games to play". but let's be honest, it was just sick, repeating the same sequence of perfectly timed jumps, most of the time living maybe 1/2s longer, again and again... as much as i loved SMB, i've stopped playing it right there.
in comparison, i'd say dying in treetops is not as harsh as it could have been - there are 3 sections, 2 save points for retrying. there is no time presure either, take all the time you need. you don't have to repeat mindlessly the same section to get to the part where you die, and waste n minutes each time. and once you know the drill, proper execution is not that far away.
On the other hand I do think the Sierra orb was total bs. At least on the Tule Tree orb I felt like i died because it was my fault. The Sierra orb was just so annoying. I think Guacamelee is a great game but its kinda weird when it comes to actually platforming. When I think I am just above a platform and was safe to land, I end up falling through the platform. This happens probably 30% of the time. I think this happens because when you double jump, your character tucks their body in like a ball making their collision hit box appear smaller but it isnt and it stays the same size as if they where standing rather than being as small as the character somersault. This lead me to make little mistake that would cost me big timem especially on the small platforms of the Sierra Orb. I wish the platforming was just a little bit more tighter
I recently tried again after I watched a YouTube video - I hadn't realized you can change dimensions immediately after doing a Goat Fly. After that I managed to get through it after 3 tries.
I liked the challenge though. I felt very accomplished (and relieved) when I got through it.