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they probably looked up games like Celeste and several Nintendo titles and saw how well all these accessible features are received so they might put in something like that in same fashion ALTHOUGH they already had a non linear level progression thorugh an cohesive world map, ALTHOUGH they had tonics with an clever risk and reward system to help players when struggling, EVEN with options to increase the amount of checkpoints where the default amount is already pretty high (I for myself play it with only 2 checkpoint and it feels way more like donkey kong country back in the days)
This approach totally contradicts with the theme of the impossible lair, if you ask me they could totally have ditched it and no one would complain hence plattformers are all about gameplay i'm not throwing a tantrum just because I die 5 times in order.
So either they make the impossible lair beatable by everyone (I would be highly disappointed if they do that) or they better ditch the skip feature, or make it an alternative option in the settings.
In case of the Impossible Lair, there is only one good advice I can tell you. Try it out!
Not later, when you already collected everything the game has to offer. try it out immediately after you boot up the game again. I'm sure there is a reason why it respawns you always in front it it every new session.
See your progress in the lair as some kind of highscore don't play for beating it, play it to see how far you can come for now, you don't have any pressure since you have still enough room to improve your odds. Playing with the mindset that you not gonna intend to beat it in one go can work wonders.
Many people are frustated and speak of a jump in difficulty since they never tried it our for real before.
The thing is: obstacles like that are not so scary anymore once your familiar with it, if you do this regulary at least one time every playsession a huge chunk of it will be easy to conquer for you.
It's all about the mindset and I'm quite sure that many people who went frustrated with it postponed it for way to long.
It ain't gonna be easy but as you stated...get started early.
or well trying till you suceed
i think they should add a training mode for specific sections of the lair so that you dont have to play everything up to the point of you dying over and over again
I think it is a bit easier...
all of the obstacles presented in the lair have been in one way or another intruduced in previous levels(excluding the boss fights obviously but that one is simple as hell anyways)
the best advise i can give you is:take your time. there is no reward for going fast.
Need to go fast.
you will have to learn that going fast only gets you killed fast
This is not about getting gud. This is about a game developer spending 90 percent of the game convincing lower ability players that this game is for them, too, and then "SIKE!" the final stage (and thus finishing the game) is actually NOT for them. It's only for people with high platforming skill, or people with lower skill who have the time and motivation to learn an abnormally LONG and difficult platforming stage interspersed with boss fights that is both unforgiving, tedious, and totally out of character with the rest of the game.
The only awards this game is going to get is for number of players to give up on completing a game after playing through to the final stage.
The developer should be ashamed of themselves and all of you who spend time trying to guilt and shame lower ability players should be as well. If the game was consistently difficult from the get go and it was marketed as such, I'd have no trouble with the final stage as it stands. And perhaps "git gud" would be an appropriate comment. But, no the game pulls a bait and switch of the dirtiest kind, so don't put that on the players who can't finish the game despite collecting all the bees that were supposed to make it possible for them.