Yooka-Laylee - Toybox

Yooka-Laylee - Toybox

Kuri Jul 28, 2016 @ 8:41pm
Almost every ledge is the wrong height
At first I noticed that I couldn't jump up most ledges, no problem I thought and just crouch jumped up everything. With it getting slow I tried to do a tripple jump since you gain a bit of vertical lenght with it. But then I noticed that if you hold the button for the double jump you can go just a bit higher and make the jump.

What I wanna point out is that almost every vertical normal and double jump feels a bit off because of this. Horizontal jumping feels awesome though, it feels too good actually and I think many puzzles become way too east because of Laylee's flutter jump which seem to gain a huge momentum when it starts up.

The easiest solution to almost every puzzle is crouch jump + Laylee flutter. It can skip almost every horizontal section in the game. The vertical sections built for the crouch jump and moving and jumping in wheel mode feels awesome, I really love the orange tower where you have to slide up.

tl;dr vertical normal jumps feels akward, Laylee's flutter feels OP.
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Showing 1-12 of 12 comments
AuldWolf Jul 29, 2016 @ 1:41am 
Really? It felt just right to me. It was reminiscent of older games. Even more recent ones. Ratchet & Clank on the PS2 had a lot of this kind of thing, where you actually have to think about how you're jumping. It's not just mindless parkour. I actually enjoyed that about it. Unless I'm missing something.
AMVX Jul 29, 2016 @ 5:09am 
Yeah, I have to agree with OP. Many of the ledges seem to be a slightly awkward height for a regular double jump to easily hit. Hitting them at a 45 degree angle increses the chance though. It's not that it's "broken" just it seems that some of the heights feel a little off to what they should be.
Zanoh Jul 29, 2016 @ 5:12am 
Or you could just LT A like the old high jump days...
AMVX Jul 29, 2016 @ 5:45am 
Oh yeah, like that is the strat, I think what OP is getting at is that he's feeling like there are situations when the double jump should be able to make the ledge, and as far as continous game flow goes, it would be smoother that way than crouch jumping. It's probably too early to say too much though, considering how a square acts vs. in game assests.
Kuri Jul 29, 2016 @ 8:04am 
Exactly. I think it is accidental tho as it seems the standard size for a 1x1x1 block seem to be exactly out of range for a comfortable double jump. You can reach them if you double jump pixel perfect or gain extra height with Laylee's flutter, but it can get really exhausting when every small ledge rejects your attempts to climb them.

I see some people are suggesting ledge grabbing and faster spring jumps as needed changes, but I think that the problem comes from the level design, not the character moveset.

One of the things I liked the most about Banjo Kazooie, SM64 and similar games is that just walking around and jumping feels incredibly satisfying. And it's not like Yooka Laylee is missing that for the most part, several areas feels very good to run through. But there is a lot of blocks just out of normal double jump reach that would be much more satisfying to just jump to if I could.
Bad Stu Jul 31, 2016 @ 3:09am 
Jump and double jump launch heights just need to be slightly more powerful and the issues would be sorted. Getting it pixel perfect is more frustrating than satisfying
AuldWolf Aug 1, 2016 @ 11:10pm 
I'm still confused by this...

Does it really require pixel perfection? That's somewhat bizarre to me as I've bad sight and poor coordination due to a mental disability and I had no trouble absolutely acing the toybox.

What am I missing where I should have felt frustrated? Is it just that I've played so many more 3D platformers that I have a sense for how they work and certain expectations of things I should be doing as a player to traverse them?

I just dunno.
Nicholas Steel Aug 2, 2016 @ 8:18am 
Originally posted by Kuri:
Exactly. I think it is accidental tho as it seems the standard size for a 1x1x1 block seem to be exactly out of range for a comfortable double jump. You can reach them if you double jump pixel perfect or gain extra height with Laylee's flutter, but it can get really exhausting when every small ledge rejects your attempts to climb them.

I see some people are suggesting ledge grabbing and faster spring jumps as needed changes, but I think that the problem comes from the level design, not the character moveset.

One of the things I liked the most about Banjo Kazooie, SM64 and similar games is that just walking around and jumping feels incredibly satisfying. And it's not like Yooka Laylee is missing that for the most part, several areas feels very good to run through. But there is a lot of blocks just out of normal double jump reach that would be much more satisfying to just jump to if I could.
Banjo Tooie has ledge grabbing, but I think it only worked for specific surfaces. I have to agree with the Op that the Toybox heavily favours the Spring Jump over all other forms of jumping.

I will note something interesting that I noticed: If you perform a Spring Jump and hold the Jump button, you will automatically enter a Laylee Flutter at the peak of your jump. If you perform a Double Jump you must release and re-press the Jump button to do a Leylee flutter during the 2nd jump. It's a little inconsistency.
Last edited by Nicholas Steel; Aug 2, 2016 @ 8:19am
Protogen_Rhythm Aug 4, 2016 @ 3:32am 
Originally posted by Nicholas Steel:
-snip-
That inconsistency thing actually doesn't happen to me...approximately 60% of the time atleast. The other 40% of the time, it cancels itself out after the first few frames of it. I imagine it is some kind of bug to do with how close I tend to get to some blocks when it occurs, as the game is probably thinking I'm on a sloped surface, but not refreshing my double jump to compensate for it being cancelled out or letting me reactivate it.

As for the issue the OP mentions, it's mostly about getting the timing to be muscle memory how it is right now. I'd imagine the edges would be a bit more sloped than they are now though, or the jump heights would be tweaked to make it atleast slightly easier to clear the jumps. But hey, that's coming from someone who can already beat the demo in only 22 minutes, including the post-pagie secret and ghost writer. I could probably make it sub-20 if I optimize my ghost writer grabbing! Only thing I don't get, honestly... What part of the content is Plus exclusive, and what part isn't?
Nicholas Steel Aug 4, 2016 @ 4:05am 
Plus content is the island with combat I believe. You can simply toggle the Plus content DLC in Steam to see the difference.
PhrostB Apr 5, 2017 @ 6:58am 
Originally posted by Nicholas Steel:
Plus content is the island with combat I believe. You can simply toggle the Plus content DLC in Steam to see the difference.
is plus content only for backers? i pre-ordered through steam and don't have it :(
TenmaTheGod Apr 10, 2017 @ 9:27pm 
I didn't have a problem with the jump... Felt pretty normal... Had to time the jumps and work with em which reminded me of my cautious n64 Mario days ... really enjoyed the toybox and I can't wait to come home from work tomorrow and play the full game
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