La-Mulana

La-Mulana

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Endeffect Apr 16, 2013 @ 10:42am
Its only me or the jumping feel strange?
Yea Discuss.
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Showing 1-15 of 15 comments
Sicris Apr 16, 2013 @ 10:45am 
It's you. Jumping is fine. You want strange jumping play the original, that one was strange.
GeminiSaint Apr 16, 2013 @ 10:47am 
It may take a little getting used to, yeah.
Tip: if you jump straight up, you can freely maneuver left and right on the way down.
Dentorhedge Apr 16, 2013 @ 3:26pm 
The jumping is unlike almost anything else, but it is supposed to be that way.
Varg Apr 16, 2013 @ 3:27pm 
Love the jumping. Feels stable and not as wobbly like in other similar games.
Omnitron Apr 16, 2013 @ 3:53pm 
It took me a while to get used to it, but you just need momentum!
yampot Apr 16, 2013 @ 5:23pm 
You're committed to jumps, just like in real life. If you jump forward, you have the same horizontal speed unless you hold back which only slows your forward momentum. You can control your jump height by how long you hold the button to adjust jump distance. If you jump straight up, you can only move when you start to fall but you can freely move side to side. If you walk/drop off an edge you cannot move side to side. You get used to vertical jumping off ledges instead of walking off then.
thejuiceweasel Apr 16, 2013 @ 5:25pm 
It's very much like the old Castlevania games. A bit clunky, but precise and challenging.
dactylroot Apr 16, 2013 @ 6:06pm 
Erotically strange
SirValcarde Apr 16, 2013 @ 6:10pm 
Also... if you jump into a wall, you can then start controlling momentum. Jump towards a wall, and when you hit it, even if you're on your way up still, you can turn around.
dactylroot Apr 16, 2013 @ 6:42pm 
I think fall control also persists after taking damage. There is one jump in the game that I like to do while taking damage; if you take the damage without having control before, you continue to fall out of control in the backward direction...
Arucard Apr 17, 2013 @ 8:25am 
It really gets strange when in water, your momentum/direction can't be changed until you land I think. In reality, you could obviously control you movement by swimming (or jumping by the games standards). Of course, in reality you would have to breathe at some point too, so there ya go.
Last edited by Arucard; Apr 17, 2013 @ 8:26am
an Aki Apr 17, 2013 @ 8:34am 
There is a controlled kind of jump. You just have to jump in one place and control the landing direction. Very useful for making jumps on platfroms beneth you. There's also another technical one after learning double jump, but I don't think I can explian it without confusing a new player.

Just get used it.
Last edited by an Aki; Apr 17, 2013 @ 8:34am
Oliver Apr 18, 2013 @ 1:04am 
Originally posted by arucard.tepes:
It really gets strange when in water, your momentum/direction can't be changed until you land I think. In reality, you could obviously control you movement by swimming (or jumping by the games standards). Of course, in reality you would have to breathe at some point too, so there ya go.
You just have to wait a little bit but you fall to the bottom if you take damage though.

This makes that one section of Inferno Cavern close to the grail tablet resetworthy if you mess up the jump.
The water mechanic is actually pretty annoying. You have way way less control than you would in real life, the only excuse I can give it is maybe they were striving for such realism that it takes into account all the ♥♥♥♥ in your inventory. Otherwise, it's pretty bad - it gets way worse when you're in lava trying to surface and a ♥♥♥♥♥♥♥ laval rock spawns on your face, forcing you to fall almost all the way to the bottom again at some iffy diagonal angle with no control while you take DOTS. You can get used to it of course...but you can also get used to a splinter in your hand or whatever. It'll always feel iffy, and you'll just "tolerate" it.

Still though, the jumping mechanic becomes a puzzle element in quite a few places, even going so far as to forcing you to jump from the PREVIOUS room, to land on a certain block in the NEXT room. Also jumping off walls (even prior to *SPOILER* grappling hook *END*) is a factor, there is one spot early in particular I won't spoil for you, that you are supposed to jump into a wall and then turn off it to land on a higher platform. So to say the least, any horizontal jump is definitely commitment based. The fact that you control your fall direction easily if you jump straight up first is also an element to take into consideration. *MINOR SPOILER* One spot in particular (I'll say this without giving too much away, because I'm only using it as an example), really early in the game, has you walk from one room into another and immediately jump straight up at the same time a trapdoor opens under your feet (if you don't jump immediately, you'll just fall through), so that when you fall through the platform, you move into an alcove with a chest one room under you and another to the side (so basically this puzzle that takes about 3 seconds to perform has you move between 4 different rooms, and only if you jump correctly - and that's if you even realize this is what you must do, since there is NO hint at all, you just have to really really really pay attention to everything).

So I highly recommend you try and get used to it asap, 'cuz the way it is implimented into certain puzzles requires some rather...outside the box thinking, in which event you will have to not only pay attention to every pixel in every room, but know the mechanics, especially the jump one, inside and out and how you can impliment them in some rather odd ways - this is what the game expects of you.

Trust me, it's a good thing once you grasp it. Figuring out a REALLY obscure puzzle in this game is extremely satisfying, especially if you go into it blind (no walkthroughs), because they are pretty ingenious sometimes. You will start off thinking "How the ♥♥♥♥ do they expect people to just figure this ♥♥♥♥ out?!", and eventually you will end up thinking "I bet you if I do this crazy ♥♥♥♥, and do a tiny jump over there, I'll land through that teleport and fall onto that platform in that room I saw earlier, which will gain me access to that mural I can scan to make a weight switch appear in that room over there, to open that chest 3 rooms back!" ...or... "I bet if I fall straight through this trapdoor into the room beneath me, and turn to face the other way as I fall, I'll land on the enemy that always spawns right there and he'll bounce me this direction and I'll land on that platform with the ladder!" ... When you start to naturally think like that, it gets really fun. And you'll even realize how much current gen games have been holding your hands.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Apr 18, 2013 @ 11:43am
zn0 Apr 20, 2013 @ 6:06pm 
Try playing Castlevania or Super Ghouls 'n Ghosts. You'll understand. It's meant to be like these games, which require you to commit to your movements, including jumping (and La-Mulana seems to expect most of its players to be familiar with this style, or at least to have the patience to come to grips with it). It may feel heavy and awkward compared to other games, but it's not so much "strange" as it is a very deliberate style of control.
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Date Posted: Apr 16, 2013 @ 10:42am
Posts: 15