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I could live with invisible walls if they were consistent but you can never be sure until you've jumped around like a complete prick.
The world is divided into chapters or instances. Each one would be an open world in itself. As far as I've gotten, Chapter 3, the maps are quite large.
They are not corridors per se, there are still. Many paths are related and it gives a sense of path finding like in souls.
The problem is the invisible walls. The boundaries of the map are not well marked or the points where you are supposed to go or jump are inconsistent, sometimes yes, sometimes not. In the end you end up jumping against the wall as if you were looking for invisible walls XD. Does it make it a bad game? No. But it does get frustrating if you like to explore a lot.
should've just made this game a simple boss rush at this point because that's the only decent part of the game
the funniest part about these invisible walls is that you can't jump off the map on your own but enemies can knock you off
who said anything about linear games being bad?
There are many linear games with actual good level design and no invisible walls
How are you supposed to know this is not an invisible wall? Thought I could climb up there.
https://steamcommunity.com/sharedfiles/filedetails/?id=3315168677
https://steamcommunity.com/sharedfiles/filedetails/?id=3315168786