![]() I assume the devs were more like "Iron Fish is hard but possible for most people so we'll give a higher GS and less point for Iron Fish + Bossa because only completionists would get that". Also the gamerscore never made sense and I never pay attention. So I think you just need to have all levels marked with that "b". But when I tried a level that I had not completed with Bossa it warned me again about the cheevo. While in that level I could switch back and forth and it would not warn me about the achievement. I tried that on my Iron Fish save, played a level (I had already completed with Bossa). For Bossa controls, it marks each level with a "b" next to it and when you start with Bossa and try to switch, it warns you that it will ruin the achievement. Hopefully "complete the game" means "complete the final level".Here's the thing: For the Iron Fish part, it's an option when creating a new save so it will stay on Iron Fish mode forever. ![]() Doesn't make sense to make a harder achievement worth less. ![]() Since you can change controls whenever, and the achievement is only 40g instead of the 100g for the Iron Fish mode. Perhaps consider either strengthening the aim assist, switching to a larger container, or allowing entering from the side like is possible with fish bowls.I wonder if you need to beat all the levels or just the finale. There is clearly some aim assist with the jump but it is not strong enough. Puffer level 3- the first bucket jump into the water glass is extremely finicky. This isn't the most glaring issue aside from its location near the end of the run making restarting a harrowing choice. Puffer level 2- green bin jump through window isn't as visually obvious as it might warrant, and the jump can be a bit finicky and can break runs. However, the final suitcase roll over to the button is very frustrating due to the seemingly increased friction between the bag and the ground in addition to the need to rotate the obstructive suitcase lid out of the way. In addition, The luggage lid frequently blocks the direction of the needed jump, especially the very last conveyor jump.Īfter this section inside the plane, the ability to roll a suitcase isn't obvious due to it having not been demonstrated prior (more minor). Baggage conveyors introduce too many timing-dependent jumps combined with chance-based landing areas your bag may arrive in position to jump, but the destination bags have a chance to be one of the closed bag types. Piranha level 3- the very beginning of the level when the ice is still in the box exhibits VERY poor moving/sliding behavior, luckily the ice is freed from the box rather quickly.įlying Fish Level 2- secret lab ice box/cooler jumps are too high and narrow, nearly breaking the section and spoiling the fun factor lowering the coolers and adding open lid "backboards" to some will likely help.įlying Fish Level 3- the baggage conveyor section through to the end is essentially broken. ![]() ![]() Strongly chance-based, not enjoyable when trying to retain stars. Piranha level 2- car related, the pothole-jumping section is almost broken due to a combination of the car issue, jumping issue, and pothole distance/visibility. General- cars are either unpredictable or, if they are, their warning cues are too subtle to discern without frantically looking both ways which disrupts fishbowl steering, turning many traffic crossings into games of chance. If not that, they certainly deserve a yellow line delineating where the steps start so the player can see where to safely wait. General- escalators, though functioning properly, could stand to slow down to make toppling over a bit less of a risk. General- many open-top wheeled buckets are not able to reliably-enough handle stairs, falling over even when stairs are descended properly, or allowing the fish to slide up the angled bucket wall and fall out of the bucket even without toppling over. General- jumping, especially out of wavy or shallow water, is often inconsistent, creating problems with multiple levels but especially flying fish levels and ruining five-star runs. General- cushioned/carpeted landing areas do not always protect the fish bowl/jar, leading to inconsistent landings and ruining runs. So far, the issues I have encountered are: I have a few issues with level design and physics that I posted in the technical issues section, but I figured I should post them here:Īt this point, on, there are some significant issues with level design and certain physics interactions in the game, making many levels of the game unfairly frustrating at best and near-impossible at worst, especially when attempting five-star runs. ![]()
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