Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As a suggestion, maybe add a difficult shortcut across the middle part that skips the maze, but you had to do like a wall-dash into a wave dash into dashing through a small gap or something really intense.
In other words, I don't think that most of the level itself was poorly designed, but rather that certain parts of it got extremely repetitive over time.
To be fair trying to go through it the first time was grueling, full of "you have got to be kidding!" and "what is this fresh BS that I couldn't see in advance?!" But the real magic of Celeste always happens the second and third times you play through a level, and the target audience for Farewell was clearly not the people who were satisfied to beat the game once and then put it down forever. It's squarely aimed at players whose response to finishing a super tough level was "I bet I can do that better next time."
As such, if your last impression of the game is "that last screen was terrible and I'm glad it's over", then it's possible the chapter wasn't really made for you. For me, going through it has actually inspired me to give golden berries a more serious look, since if I can do THAT (and later moonberry) in one take... I already managed to clear all of the C-sides following it, and suddenly the A-sides and lower B-sides don't seem quite so impossible. The last three B-sides and especially golden Farewell still seem way out of reach, but who knows where I'll end up. So at this point my impression of the game is "I can't believe Celeste got me to pass another skill threshold I thought I'd never be interested in pursuing."
Maybe the updraft section shouldn't have had a jellyfish but rather more wavedashes and crystals (I don't think the chapter had a wavedash section that was also an ascension?) and that would have been more exciting, with the jellyfish in an updraft as the very final setpiece to exit the screen with instead of with badeline? The first section could have been a bit faster by using the jellyfish a bit less or in combination with the wavedash? But ending the game at a slower pace is okay too, in my opinion.
I think both opinions are right and not necessarily a contradiction.
I think as well that it definitely is a time waster, although I also think that in the end, you should be able to do the whole part without checkpoints.
The problem is IMO that if you are like me, you need some tries to figure out how a part works and to get used to it to be able to constantly do it right. There lies the problem: I need to "learn" the latter farewell parts, but for each try I have to go through that long part at the beginning.
My solution would be the following: Implement some mechanic or checkpoints so that you can practice each part of the level at will, BUT insert some sort of barrier, so that you can not proceed to the next level (or the end) if you use that feature. You can't proceed unless you beat the whole room in one go.
That way everyone could train the latter obstacles and parts and become able to constantly beat them. To really proceed, start at the beginning of the room and beat all parts together.
Actually, this is why golden berries are thing. Imagine this whole game ONLY had the golden berry mode, there not being checkpoints at all. Not many people would invest time to learn and beat the whole stages with one life.
But the way the game really is, you have a lot of checkpoints and can learn each room by itself.
If you feel confident enough and know all parts, you can start the golden berry challenge.
The farewell room is exactly like those golden berry challenges: A lot of parts without checkpoints. But you dont get the possibility to do it non-golden-berry-like.
The last screen of Chapter 9 is marred by the fact of its length, the absence of a checkpoint after the first section (where I died the most on the given screen), and that you're forced to go in blind into the Jellyfish maze. The last point is especially frustrating and leads to me freaking the ♥♥♥♥ out and making easy mistakes. But that's just my crippling anxiety talking.
I honestly would prefer a more difficult jellyfish maze but in the addition of a checkpoint prior to it. I feel like this would address the problem without turning down the difficulty too considerably.
Assist mode.
I'm not super good at it, but most of the hard levels I can spend an hour or two and get it done.
The thing is I'm not consistent. and most of the game's design respects that, and gives me checkpoints. Not that ♥♥♥♥♥♥♥ screen.
I'm going through the damn thing over and over, most of the time I get the first parachute right, then theres a maze, so it took me some tries but now I can do it fairly consistent. Then I turn the switch on and theres another painful part.
If I manage the first parachute part 80% of times, then the maze like 75% of times, then the next part 60%, this means that I'm going to redo a ♥♥♥♥♥♥♥ of times.
Add a checkpoint. your players don't have to be perfect to have the luxury to enjoy your ♥♥♥♥♥♥♥ game.
If it was a level on a bad game I wouldn't bat an eye, but a level that is frustraitingly unfun on a really good and overall cathartic game is so depressing.
I'm feel really bad about leaving it.
♥♥♥♥ granny, enjoy heaven by yourself.