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For the jump pads, I can only recommend you shift your camera to be close up, and try to land on the edges of the pads while sternly holding right corner and left corner on your joystick when you jump. One of the BIG issues with the game I've had constantly was lock-on (which was fixed in a recent patch) and a lack of visual depth when jumping. The only way around it I've found to work is to TRUST the jumps which does seem to work.
My advice would be to take a break, get a drink or a snack and try again in a few hours. Frustration isn't fun in any sense, but the tower IS supposed to be a challenge.
I'd say technically you don't have to finish Anxiety Tower for 100%, just reach lv6 and get all 5 caps and you are there. Maybe I will add the results screen to the normal ending as well (minus the character images) so it can be confirmed.
Bounce pads don't actually have lock-on at all, btw. Also grabbing a ledge after headbutting (without hitting the wall) was intended not to work, though it will if you fall a little ways first, so try to look for a different strategy where you are attempting that.
That actually explains a lot of my struggles. I guess I never noticed cause Ill aim the analog sticks sometimes on impulse even when I'm counting on the attack to lock on. Maybe I'll give it a shot again when the pad on my thumb heals
https://steamcommunity.com/sharedfiles/filedetails/?id=3067127444
it looks like a dead end to me
edit: nevermind I'm dumb
Haven't seen much about this level on youtube, so here is my (not perfect) run the first time I got through it. It took maybe 1.5 to 2 hours on its own. Maybe it'll help some people out.
The only part that I feel is one hundred percent ♥♥♥♥♥♥♥♥ is the bit at the very end where you need to bounce off some spring pads and across a trio of bubbles. There really, really *really* should have been a vending machine there or at least shortly before it. It really is weird how there is only one at the beginning at maybe a quarter of the way through in a spot that isn't all that difficult.
Second run, almost full health at the final bounce pad thingy. At least three times, the third bounce pad sended me DOWNWARDS and the other failed attempts were again because of the camera misplacing my dashes and/ or angles towards the bounce pads. Might as well play Sonic the Hedgehog instead...
Stuff happening like the jump targets not registering when you can clearly see you hit it or the utter janky inconsistency of the diamond jump pads makes it incredibly frustrating
having finnickiness in a precious platformer is bad. I wouldn't go as far as say the game is bad or I didn't enjoy it, I liked it a lot for the most part, but the game really shows its flaws near the end. In my attempts at Anxiety Tower a lot of it didn't feel like my fault and more the game not working so it got more frustrating.
"I'm recommending this based on the first 50% of the game, about 15 hours of polished, expertly crafted collectathon gameplay up there with the best of 90s Rare. However I'm psychologically scarred by the remaining 50%. Either in an attempt to pad out the game (the dev test map is included as a challenge level) or because Bogosoft consists of sadistic degenerate miscreants who hate life, love and all things pure & beautiful, the other 15 hours consists of having nails pounded through your ♥♥♥♥. I'm a big, tall, hairy man but I cried bitter, salty tears struggling my way up Anxiety Tower onstream over the course of a full week.
...Only to then discover I don't get the real ending unless I find EVERY SINGLE cube, and the Void Screws (yet another set of macguffins). Anxiety Tower alone destroyed all goodwill I felt towards this wretched, cursed game, but learning I also needed void screws TO USE IN A SECRET AREA BEHIND AN UNMARKED DESTRUCTIBLE WALL was like climbing my way up through 9 layers of hell, stepping on an entire lego death star with my bare penis every step of the way, only to burrow up into purgatory. Is this meant to be a Kaizo game? I know that was in fashion years back with VVVVV, Super Meat Boy & the like, but this feels like a direct, vicious attack on the very concept of happiness. It was enough to make me bitterly, desperately hate the game, myself, my life, etc. and only now, with the nightmare receding in my rear view mirror, can I once again appreciate the good qualities.
Having said all that, and once again I mean unrelenting harm of infinite scope, duration & severity to all members of Bogosoft, I will offer some constructive crits. First, 2 levels aren't nearly enough. Padding it out with CBT challenge maps ala Super Mario Sunshine doesn't cut it. This game needed, at minimum, four levels the same size as Wolloh's Hollow. Monster Park is a tutorial level that doesn't count. Forcing us to find absolutely every cube was also needlessly brutal and not fun. There's a balance to be struck.
I will also attempt to say some kind things about this game through gritted teeth, boiling blood still pouring out my eyes. The humor is very charming. The aesthetic is kino before you learn it's the window dressing to virtual Gitmo. It really captures that late 90s, early 2000s funky edgelordism, like a game Gaz would play in Invader Zim. Until it started forcing bamboo underneath the fingernails of my soul, it brought back pleasant nostalgia of being a know-nothing teenager picking up jalapeno cheesybread from 7-11, wallet chain swinging, on my way home from middleschool to eat while smoking a bowl and playing N64 on a 13 inch TV/VCR combo shaped like Spongebob in my bedroom with my black light posters.
I was happy, briefly. Why couldn't the whole game have been that? What would possess an ensouled person to inflict the latter half of this game on anyone? I hope you're terribly pleased with this monsterpiece of torture porn you've wrought. After everything, I didn't even get those nachos. I would suggest burning in hell, were you not its architects."