Slasher's Keep

Slasher's Keep

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Palandus Nov 25, 2020 @ 7:35pm
Make the Jumping Puzzles Entirely Optional
Hi. Overall enjoying the game, but...

I don't like first person jumping puzzles; rather I find them so frustrating that I want to jam my fist through my monitor. Its the main reason why I haven't bought Doom Eternal.

Could you please make them entirely optional? Like just have loot at the top. Requiring you to do one for level 7, has me stuck on level 7.

If I had known that this game would have mandatory jumping puzzles, I would never have bought it. However, I've had 12 enjoyable hours and so I'm well past the refund point. But unless it is made optional, I don't think I'll be continuing to play.

I've attempted the puzzle 13 times now, and I've had enough.
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Showing 1-15 of 80 comments
NekoiNemo Nov 25, 2020 @ 10:52pm 
Are you playing on a controller or something? Those "puzzles" are incredibly easy. They do have a bit of an issue with platforms sometimes spawning halfway into the wall or a cluster of platforms spawning in such way that top platform acts as a ceiling preventing you from being able to jump from a bottom one, but those are incredibly rare - maybe 1 in 30 levels
Palandus Nov 26, 2020 @ 12:43am 
No; I'm using mouse and keyboard.

They are incredibly easy for people who enjoy platforming. I don't.
Last edited by Palandus; Nov 26, 2020 @ 12:43am
Fa Nov 26, 2020 @ 8:43am 
Well I don't enjoy platforming (hated how so many Secrets in Serious Sam 4 needed you to jump around) and I think the platforming in the game is pretty easy.
Just try to do them with a cool head instead of raging about having to do a jumping puzzle, when you get mad is usually when you make mistakes!
Vic Nov 26, 2020 @ 11:07am 
The only jumping puzzle that's slightly difficult is that one in a square room with the ground littered with spikes, and you have to sprintjump from one tiny platform to the next. That one is a bit treacherous.

The other take a bit of practice to learn jumping distance but otherwise are super generous, just git gud. I for one am enjoying this break between ground floor spitter moth hallways.
Palandus Nov 26, 2020 @ 11:27am 
Oh that one with the square room, generally can be cheesed, if you make a running leap at it. Often there is a silver key there, and you can grab it from underneath if you time your jump right. No platforming needed for that one.
Sunderbrass Nov 26, 2020 @ 11:37am 
Yeah, this game has several places where what it looks like you're supposed to do isn't necessarily required or recommended.
Palandus Nov 26, 2020 @ 1:31pm 
Yes, have noticed that. For one challenge room, it had a locked room, with a chest and an enemy in it with the chest. The challenge room wouldn't let me leave till the guy was dead, so I attacked him through a solid wall and killed him.
Makcrag Dec 5, 2020 @ 5:08pm 
Originally posted by NekoiNemo:
Are you playing on a controller or something? Those "puzzles" are incredibly easy. They do have a bit of an issue with platforms sometimes spawning halfway into the wall or a cluster of platforms spawning in such way that top platform acts as a ceiling preventing you from being able to jump from a bottom one, but those are incredibly rare - maybe 1 in 30 levels
I love platformers, but the jump feels too short for consistent platforming. Am I just doing it wrong? I've had to restart runs because the silver key is on a platform in a secret.
broter😏 Dec 5, 2020 @ 5:13pm 
maybe just get better? Thats like saying make the bosses in dark souls optional because i suck at them.
Matt Why Dec 5, 2020 @ 5:17pm 
The jumping puzzles can definitely be tough, but i feel the real issue is how collisions work. you can get stuck or slowed down by only grazing a wall or platform, which makes precision much harder than it needs to be.
Palandus Dec 5, 2020 @ 6:00pm 
Well, in Dark Souls, it makes sense for tough boss fights, because the gameplay teaches you to take your time and learn enemy patterns. All throughout the game it prepares you for the boss fights, if you pay attention to what things enemies are weak to in the area, then the boss is also weak to that stuff.

But here, the platforming just comes out of nowhere, and is a mandatory component. Not everyone is good at platformers, or enjoy them. So we avoid games that obviously has that stuff in them. This game was doing just fine without platforming in Area 1, so why force it on players in Area 2? After all, Area 3 has no platforming required, and functions much more like Area 1, so why not make the platforming optional.

Its not like they put a lot of effort into the platforming to make it good... like in Doom 2016, platforming was fairly enjoyable, but here it isn't.

=====

Think of it like this: What if suddenly the game forced upon you a riddle, and you couldn't figure it out, and there was no guide available to solve it. You'd be completely stumped and be unable to progress and the rest of the game never hinted that you'd get nailed with a riddle, that if you couldn't solve it, you'd be unable to keep playing.

If you were playing something like Legend of Grimrock, a game with tons of riddles, you'd expect that from it. But if you hated riddles, you'd avoid LoG. So, if you are actively avoiding games with riddles in them, and suddenly you find your progress gated by a riddle, that you cannot solve, do you think its fair for other players to tell you to just get better at doing riddles, rather than complain about them on the forums, about how hard the riddles are? I don't think its fair at all, but again, its my opinion. Maybe you enjoy being criticized for your inability to do riddles, but I don't enjoy being criticized about my inability to do first person platforming, in a game not designed around making them good.
Last edited by Palandus; Dec 5, 2020 @ 6:04pm
BrandonJams Dec 5, 2020 @ 7:09pm 
The platforming is clunky and annoying. I agree, i hate them. Even after a dozen runs.
Blahness Dec 5, 2020 @ 7:44pm 
I'm a scrub at 3d platformers and the platforming in this game is fairly simple and easy. You can either normal jump to a close one or run jump to the far ones and that is all you need to know. That being said I hate the platforming sections in the second area, they are time consuming and come completely out of nowhere.
Rod_Shaft Dec 6, 2020 @ 6:35am 
I think with the simple addition of a perk, that let you use force wands like a jet-pack, would be a simple solution that makes everyone happy. It could go from level 1-5 (or whatever), with each level increasing the boost length you get per charge of the wand. You would have to aim the wand down for anti-gravity purposes, so obviously combat would not be possible, to avoid exploitation, and would probably require a cooldown on combat skills after activation (I'm already thinking of how to exploit it lol).

Between the cost of a permanent skill, and the use of wand charges, it would seem balanced to me from any side. Platform gods would never take the perk, and anyone who hates the hop and a prayer gameplay, could invest in overcoming the challenge. A sacrifice I'm sure many gamers with lackluster platforming skill would happily make. I know I'd throw it a point, and I can finish the platforming challenges just fine with enough time. It's just a small annoyance (and potential time sink) in an otherwise very fun & fluid game, for which I would easily take a minor power detour to alleviate.

Opinions over this negating certain challenges, such as traps could be solved by not allowing use of the jet pack during challenge rooms, or before traps have been disabled, etc, due to... interference lol. If this would be too difficult to implement from a programming perspective, it could be as simple as having a charge expire for each additional "mid air jump" basically allowing double, triple, to infinite jumps in succession, until charges were expired. This could be an additional "penalty" to skipping the platform challenges, requiring you to use your inventory space and charge refills for hoarding/maintaining force wands.
Last edited by Rod_Shaft; Dec 6, 2020 @ 7:01am
Palandus Dec 6, 2020 @ 8:16am 
An ingenious and creative solution to a complex problem. I like it.
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