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Throughout the Moon Grotto, the game has been gradually teaching you how to handle the controls in order to succeed, the only difference when you make it to that reddish room, is they expect you to chain it a bit longer, with more punishment for failure. It's otherwise identical to what you would have just done by climbing back up the spike walls after getting the double jump, or managing to hop between the hanging logs just prior.
I'll also say it's quite possible that you may not yet be looking at some of those jumps correctly, plotting a bit of a path always helps with this, and if need be finding a short video of someone playing through that room could do you wonders. So long as you remember that walls are like safe zones that you can effectivelly stick to forever, then it only becomes about the jumps themselves. I will warn you that if you do not take the time to learn how that type of wall platforming feels, you may have a very difficult time coming up, since the game is expecting you to have learned it pretty well by then.
There's an Easy difficulty?!
Platformers aren't my type of game, but watching the videos for this game, it looks phenomenal. I really want to give it a shot.
Like others have said give it time and I'm pretty sure it will grow on you like it did us.
Game is a Masterpiece and I would love to see more games like it on here.
Also yeah...that spike wall cling costed me some lives as well. Pretty certain that's not exactly intended.
One thing: you would greatly improve your experience if you would play with a controller and not a keyboard. Honestly, I can't imagine someone doing all these complex bashes and backfires with the ♥♥♥♥ direction control that a keyboard gives you.
For instance, having played with k+m practically all my life, I couldn't imagine playing this with gamepad and performing as good as I do with k+m. It's all muscle memory.
The rest is just exploration, a lot of those hidden walls are actually in very logical places. Just think "Hey, would that be a secret?" Almost half the time it is.
Good luck.
Look up the in progress battle of Genocide asgore.....I cry every time :P It's the love child of Zun and Toby Fox...on an engine capable of doing both... and I think it's going to actually be a fan game when it's done.
I don't think the spike wall cling was intentional either.
The collision data says 'ok you can cling to flat surfaces' but doesn't say 'oh wait some flat surfaces can hurt you' when checking for that variable. It's especially bad after you get the *actual* wall cling (right bumper on a wall) and into areas where the thorn walls are more dominant. It's really the only thing that sours my experiance when I go through the game again.
Most of the time you 'invincibility frame' through the thorn walls that are thick enough and stick to the wall behind them... then there's the actual spikes, which actually look like you can cling to them. (in sorrow pass) the only real way to fix that is either make thorns insta death too or make it so there's no 'wall' back there to even cling to.
Making spikewalls instadeath would probably only create more problems than it solves. After all, it's not supposed to be -that- hard. ^^;;
Not sure I'm a fan of falling through the map either if there's no wall... Maybe what they needed is, depending how the map was set up, perhaps just another type of blocker you cannot cling on.
Hope it'd be better should there ever be a sequel or successor.