Had a weekend of playing off and on and reached the final gauntlet which I'll hopefully get through this afternoon. Wow, what a ride! I didn't actually beat all the c-sides but looking forward to going back to them. I feel a lot more confident with the game now. But this has been such a brutal gauntlet but like Celeste in general, really scratches that itch for platformers requiring tenacity and a willingness to fine tune your skills.
I had no idea how to wavedash before and now I've got it down to an art, however I really struggled with the chaining: I failed it so much because so often I tried, and got the speed but not the extra boost back even though it felt like I was executing it flawlessly. I almost had to rewire my brain to tell myself to do the chained dashes earlier/from higher up as that seemed to be the issue.
But boy the way this level just kept going and bringing challenge after challenge has really felt like a proper test for passionate platforming fans like myself and I love it so much. I've no idea what could replace this.
It's a weird comparison but reminds me slightly of how the God of War hub level design is recontextualised after the water level changes.
I had no idea how to wavedash before and now I've got it down to an art, however I really struggled with the chaining: I failed it so much because so often I tried, and got the speed but not the extra boost back even though it felt like I was executing it flawlessly. I almost had to rewire my brain to tell myself to do the chained dashes earlier/from higher up as that seemed to be the issue.
But boy the way this level just kept going and bringing challenge after challenge has really felt like a proper test for passionate platforming fans like myself and I love it so much. I've no idea what could replace this.
I LOVED this level! I actually groaned a bit when I got to the room but by the end I realised the level design felt absolutely immaculate and so clever, the way it's designed to work both before and after switching the electricity off, as well as the bite-sized tests of skill in between. It was massively satisfying and must have been really difficult to design.After a week of pure suffering, my skills are finally coming back and I'm making some progress. Just hit the 5 locked squares in a room.
It's a weird comparison but reminds me slightly of how the God of War hub level design is recontextualised after the water level changes.