The Big Catch: Tacklebox

The Big Catch: Tacklebox

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How does wallrunning work?
Right after the fishing tutorial theres a mandatory wallrun, well I tried it ten times and only got it once. The wallrun arc was different almost every time I tried it, Im very confused, it feels like Im not doing anything different
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Showing 1-10 of 10 comments
Lucky Jun 8, 2024 @ 4:46pm 
Another person said that it's not like Sands of Time rules where it's best to wallrun at the end of your jump, instead you want to do it at the apex/height of your jump

I didn't put it to the test though but it sounded about right. Couldn't actually tell ya lol
BrySkye Jun 8, 2024 @ 5:06pm 
Yeah, its not the most intuitive and quite finicky. Apart from starting the wall run early, I was finding you also want to have as shallow an angle as possible, rather than pushing into the wall, but even then I never really felt confident in it.
Chicken Jockey Jun 8, 2024 @ 5:27pm 
I don't feel the game benefits from wall-running being influenced by so many factors. All it does it make it feel really unintuitive and confuses the player about what they're doing right or wrong.
Draygo Jun 8, 2024 @ 5:42pm 
I agree that wallrunning feels awful right now.
Voodin im back Jun 8, 2024 @ 5:55pm 
Originally posted by BrySkye:
Yeah, its not the most intuitive and quite finicky. Apart from starting the wall run early, I was finding you also want to have as shallow an angle as possible, rather than pushing into the wall, but even then I never really felt confident in it.
I've found this is closest to what works, the wallrun had to be pretty much the start of the jump and a near parallel angle
Giik Jun 8, 2024 @ 7:45pm 
Wallrunning essentially just lowers your gravity while moving you along the wall. The faster upwards you're going when you hit the wall, the longer you'll be able to wallrun.
Likewise, using a shallow angle means you're already moving horizontally fast. You can adjust your horizontal speed during a wallrun, so you can accelerate or slow down, but that takes up precious falling time.
Jumping off of the wall resets your vertical speed, so you can use it to get a last little push to reach a ledge. Likewise, if you're able to walljump and hit another wall right after, you can extend your wallrun by a lot. Look out for inner corners to do this on.

One last note: Wallrunning is kinda sticky. If there's a shallow outer corner/curve, your wallrun will stick to it.
Diarrhea Larry Jun 8, 2024 @ 7:58pm 
If you've played Yo Noid 2 (2017), it's nearly identical. But coming from other 3D games with normal wall slide states and Mario style wallkicks, it'll feel awfully strange, due to needing to meet a wall at such shear angles.
Brgynjew Jun 13, 2024 @ 1:15pm 
The wall-running (in it's current form) kills this for me, but I do enjoy pretty much all the rest of it, the aesthetic, the music, the world, great!
But yeah I've been repeating certain spots like 20-30 times, I don't feel this game should make me spend so much time on that one small aspect.
washaa Jun 13, 2024 @ 2:52pm 
Originally posted by Draygo:
I agree that wallrunning feels awful right now.
It feels good once you "get it". I welcome a game with a skill floor that doesn't start at ground level for once
ARKS Jun 13, 2024 @ 3:28pm 
Originally posted by Draygo:
I agree that wallrunning feels awful right now.
I started out not liking it, but at this point I think I prefer it to other games.


Originally posted by burgercruiser:
If you've played Yo Noid 2 (2017), it's nearly identical. But coming from other 3D games with normal wall slide states and Mario style wallkicks, it'll feel awfully strange, due to needing to meet a wall at such shear angles.
Booted Yo Noid 2 up a couple days ago and I kinda agree, although I think this one gives a little more bank for its buck.
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