Finally playing the new update, as usual, will be writing down my thoughts as I play.
I am playing it from the beginning, only using the switch between character commands to see how it feels. I will say this: ladders are easily defeatable with the player changing, the toughest enemy in the game has been severely nerfed.
Couple of levels in I have to say the game feels very different this way, it feels more like the characters are cooperating rather than the elders siblings leading and helping the younger ones. It's definitely not bad, just different.
The game is a whole lot easier now, which I think will work to your benefit.
Found a bug: if you try to walk backwards in the section where you are riding in a van, the van keeps spawning.
Sun/moon mechanic is more visually interesting with the additional pixel spritework.
As I am playing through these earlier levels I am always sort of stricken by the sheer amount of ideas put into this, it really is a wonderful world.
I won the running competition this time 8).
Money pickups in Krimb-stone one does not seem to work. Seems none of them work.
Rhew-phi clubname, I missed the pun last time.
Transition from water to ladder is a bit rough for the child characters, did not seem as wonky for the elder sibling.
I ship Booker and Stella, lovely cutscene overall.
Durable cheeselore.
Barney Mackenstein figured out the deeplore before anyone else, the monkeyman knew!
Unlocked the treasure chamber, could not pick up the chips. Maybe I have triggered some sort of consistent bug with the coin pickups.
Messag-Coav is a cozy world, lots of nice character designs, good change of pace after Krimb-stone.
Did not expect some relationship intrigue going on in the background of this part.
Quite enjoyed the train-section. Fotboll challenge section was nice too!
I am curious how the coin messed up because I've played the Krimb levels and they seemed fine.
Are you sure you didn't reach the limit of lives? I think I should've clarified that in a text, even if tutorials already feel bloated to some people.
In this update, I thought of increasing the count of lifes and coins.
The switch between water/ladder states is weird.
I do need to remember which levels does that situation where you go from swimming to climbing happen, so maybe I could figure out something (So far, I recall the first tutorial level and Krimb level 2).
In Atlantis, I added a moving platform that sort of makes it easier to leave water.
The van part at least I fixed it some time ago because of a stream.
Booker is more of a father figure to Stella, I once thought of a part in the game where characters discuss family stuff and even mention why Stella loves Booker that much.
Treasure chamber, you mean the slot machine at the very start of Massag-Coav?
Speaking of health: I got an appointment later this month, so there's that. But still, thanks.
I might have reached max lives, kept picking things up and did not die. Coins is just fun to collect, even if you never get to use them, just raise the bar a ridiculous amount.
Might have missed that particular conversation about Booker and Stella, which reminds me, some of the map conversations that continue should maybe be possible to be forwarded by pressing interact, you have to wait for them now if I have understood things correctly.
Yes, treasure chamber was the slot machine room.
Forgot to mention that the photobooth was really cute btw.
Conversations between NPC's are an animation that restarts whenever the player chooses to listen to it.
(And the lines/names/sprites are customizable in specific instances of the scene).
Since cutscenes have speed buttons, "skipping" lines in convo NPC stuff would be similar.
I also made them slow because sometimes, some convos have lots of text, so there could also be an issue where the player doesn't read some text in time.
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Finally playing the new update, as usual, will be writing down my thoughts as I play.
I am playing it from the beginning, only using the switch between character commands to see how it feels. I will say this: ladders are easily defeatable with the player changing, the toughest enemy in the game has been severely nerfed.
Couple of levels in I have to say the game feels very different this way, it feels more like the characters are cooperating rather than the elders siblings leading and helping the younger ones. It's definitely not bad, just different.
The game is a whole lot easier now, which I think will work to your benefit.
Found a bug: if you try to walk backwards in the section where you are riding in a van, the van keeps spawning.
Sun/moon mechanic is more visually interesting with the additional pixel spritework.
As I am playing through these earlier levels I am always sort of stricken by the sheer amount of ideas put into this, it really is a wonderful world.
I won the running competition this time 8).
Money pickups in Krimb-stone one does not seem to work. Seems none of them work.
Rhew-phi clubname, I missed the pun last time.
Transition from water to ladder is a bit rough for the child characters, did not seem as wonky for the elder sibling.
I ship Booker and Stella, lovely cutscene overall.
Durable cheeselore.
Barney Mackenstein figured out the deeplore before anyone else, the monkeyman knew!
Unlocked the treasure chamber, could not pick up the chips. Maybe I have triggered some sort of consistent bug with the coin pickups.
Messag-Coav is a cozy world, lots of nice character designs, good change of pace after Krimb-stone.
Did not expect some relationship intrigue going on in the background of this part.
Quite enjoyed the train-section. Fotboll challenge section was nice too!
Love this game, hope your health gets better!
I am curious how the coin messed up because I've played the Krimb levels and they seemed fine.
Are you sure you didn't reach the limit of lives? I think I should've clarified that in a text, even if tutorials already feel bloated to some people.
In this update, I thought of increasing the count of lifes and coins.
The switch between water/ladder states is weird.
I do need to remember which levels does that situation where you go from swimming to climbing happen, so maybe I could figure out something (So far, I recall the first tutorial level and Krimb level 2).
In Atlantis, I added a moving platform that sort of makes it easier to leave water.
The van part at least I fixed it some time ago because of a stream.
Booker is more of a father figure to Stella, I once thought of a part in the game where characters discuss family stuff and even mention why Stella loves Booker that much.
Treasure chamber, you mean the slot machine at the very start of Massag-Coav?
Speaking of health: I got an appointment later this month, so there's that. But still, thanks.
I might have reached max lives, kept picking things up and did not die. Coins is just fun to collect, even if you never get to use them, just raise the bar a ridiculous amount.
Might have missed that particular conversation about Booker and Stella, which reminds me, some of the map conversations that continue should maybe be possible to be forwarded by pressing interact, you have to wait for them now if I have understood things correctly.
Yes, treasure chamber was the slot machine room.
Forgot to mention that the photobooth was really cute btw.
Hope your appointment goes well!
Conversations between NPC's are an animation that restarts whenever the player chooses to listen to it.
(And the lines/names/sprites are customizable in specific instances of the scene).
Since cutscenes have speed buttons, "skipping" lines in convo NPC stuff would be similar.
I also made them slow because sometimes, some convos have lots of text, so there could also be an issue where the player doesn't read some text in time.