This was something I have been wanting to post for a long time but, I have been waiting until a Steam sale was going to occur for me to post this.
My post is in parts a LTTP to give people the idea of why they should look into this game, and a video guide to help them understand how the game works.
Before I get to it, Degica Games are having a weekend Steam sale and if you wanted to check out Sayonara Umihara Kawase it is here: http://store.steampowered.com/app/378750/
it is at $6 for the sale and if you feel the game isn't for you, you can still refund it assuming you haven't played longer than 2 hours over a two week period if I remember correctly for Steam's refund policy.
I will be talking about the Steam version of Sayonara Umihara Kawase, I do not know if the 3DS and Vita versions are still available to buy however, you can still apply this guide to those versions of the game too. (Note: The 3DS US version of Sayonara Umihara Kawase is called Yumi's Odd Odyssey)
----------------------------------------------------------
Content:
1. LTTP
2. Video Guide: Understanding the Traversal Mechanics of Sayonara Umihara Kawase
3. Transcript of [2.]
4. A brief mention of the other Umihara Kawase games
5. Final Word
-----------------------------------------------------------
1. LTTP
This is definitely a LTTP for the Steam version of the game however, I will mention that I first encountered the game here in NeoGAF when the 3DS version released. I was interested in the game at the time when I saw the trailer for it because it look liked as though you can web-sling like Spider-Man.
For those that haven't seen what the game looks like, there is a trailer in the steam page I linked above or you can see it on this youtube link: https://youtu.be/NzTlJF718oE which someone else captured the Steam trailer of.
Even though I had the 3DS version, I never finished the whole game because I was bad at it. I didn't go back to this game until around New Year's Eve last year when someone here posted that the game got delisted from Steam because their Publisher went bankrupt.
In a rush, I went to buy the Steam keys of this game and the original Umihara Kawase off of third party stores GMG and Playism before they were removed as well.
As most of us know a few months later from that time, Degica Games picked up the publishing duties of the trilogy of Umihara Kawase and re-released it on Steam, so it was great that that happened, otherwise there would not have been much point making the guide you will see later on.
Some time in January I finally started playing the game, just like with the 3DS version I was doing pretty bad. I couldn't remember how to beat the boss at Stage 9 so I had to look up what I had to do. This is a very important point I will reiterate later on, the game is a Physics-based Puzzle-Platformer and a non-linear one at that. It is non-linear in that there is more than 1 route in a stage and that there are no unique solutions to completing a stage. The game does not have 10 stages, it has 60 stages. That is not a spoiler because the game doesn't have a story for you to be spoiled by. However, it is a common occurrence that a person thought they finished the whole game when they only finished ~15% of it.
After I got through the first boss, I went to look for other routes. I felt I was getting better at the game but I still wasn't understanding things clearly when a new obstacle would appear. The game has a very steep learning curve, there are people that are good at the game because they managed to have a natural instinct for it but I figured out a different way to be able to play the game which I will explain later. When I felt I was reaching a turning point in the learning curve of the game was at Stage 24.
After failing over 200 times because of how difficult it was getting both the backpack and getting through the ice gap, I then felt I was figuring out new methods of swinging.
That still didn't help me improve in later stages as shown here:
So it wasn't until I was past 75% of the stages that I realised that the game was actually applying Physics laws, once I started applying them. It became so much easier getting past obstacles because I could do things that would look impossible but they aren't when you know how it works. This, you'll get to see in the guide later on.
I think I finally finished all 60 stages of the game in around 20 hours, I wasn't done though since the other part of this game is to complete stages with fast times, especially that the game has online rankings in-game for both the Steam and Vita versions I believe, not the 3DS version though.
So at 54 hours of playtime of this game, I spent my time completing stages faster to get at least within the top 10 in a ranking of a stage or at least 20 if it happens to be an easy stage that anyone could complete in 2 actions that the leaderboards get bloated.
If you are a fan of platformers, this game isn't your typical platformer. It is a puzzle-platformer so it takes a lot more patience to get through a difficult stage. This game definitely isn't for everyone considering when I look at the Steamspy data for this game, not many people have played this. However, that is why I came up with this guide below to help people understand the game so they can actually complete it so that maybe, they'll enjoy it enough to play even the original Umihara Kawase and Umihara Kawase Shun.
2. Video Guide: Understanding the Traversal Mechanics of Sayonara Umihara Kawase
Link: https://youtu.be/BelfE5AxQwA
Linked here is the video guide for Sayonara Umihara Kawase, the physics involved in this game relate to Newton's Laws of Motion, Hooke's Law, Pendulum Motion, Simple Harmonic Motion and Force Vectors.
I do have other videos with solutions for stages although that is just for uploading fast ranking times. I do not recommend you watch those because the best way for you to enjoy the game is that you at least try to get through a stage and if after numerous attempts you can't figure anything out, then look up a solution.
This is why I made the video guide because if you can understand how the physics of this game works, then you should have better knowledge of how to at least get past an obstacle before you either give up on the game or look up solutions.
FYI, I am explaining the physics of the game. There is evidence the creator intended the game to work this way as mentioned in one of his interviews here:
http://www.usgamer.net/articles/indie-before-it-was-cool-the-umihara-kawase-story
This is why I reiterate that: This game is a Physics-based Puzzle-Platformer and a non-linear one at that. It is non-linear in that there is more than 1 route in a stage and that there are no unique solutions to completing a stage.
There are 60 stages in total and it's not a spoiler because this game has no story.
3. Transcript of [2.]
Here, I will make a transcript with some of the key images although it is still recommended you watch the video because it has demonstrations so you can see how things work, especially the demonstrations at the end of the video.
Transcript:
Understanding the traversal mechanics of Sayonara Umihara Kawase
The aim of this video is to apply Newton's Laws of motion, Pendulum motion, Hooke's Law and force vectors to assist in understanding the mechanics behind the game to get through obstacles that may seem impossible.
Scenario 1: You fall into a gap that you cannot seem to jump over.
Solution: To get across, you can increase your velocity to get over the gap.
Now for the explanation of Newton's Laws and force vectors.
First, I set the fishing hook to the ground. I then press up for a moment to extend the fishing line.
I then run to the left of the fishing line and stop. As I press down, the fishing line retracts and pulls Umihara towards the right.
According to Newton's Third Law of Motion:
When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body.
Hence, the first body is Umihara Kawase. And the second body is the fishing hook. For why the fishing hook moves Umihara I will go into more detail later. I must run right in the instant I start moving as I have to go from a state of rest to a state of momentum.
As my velocity goes to the right and acceleration is positive and increasing in that direction from pulling the fishing line, my velocity will increase.
This is due to Newton's Second Law of Motion:
The vector sum of the forces on an object is equal to the mass of that object multiplied by the acceleration vector of the object. F = ma
I jump over the first gap. I will now explain Newton's first Law of Motion and Force Vectors
Newton's First Law of Motion:
When viewed in an inertial reference frame, an object either remains at rest or continues to move at a constant velocity, unless acted upon by a force.
The scenario here is that it is possible to have a constant velocity which is explained by applying Force Vectors. We first draw a free-body diagram as such. There are 3 known forces acting on Umihara Kawase.
First, we look at the forces applied by gravity and the normal force. The normal force is perpendicular to the surface of contact. The force exerted by the floor prevents Umihara from falling due to gravity. In this case, the forces cancel out.
Because they are equal and opposite in magnitude and direction. The remaining known force is the applied force which is unaffected by the other force vectors due to being perpendicular to them. The force which is unknown is friction. If there was friction, as Umihara is running, the friction would have a vector going to the left which would slow down Umihara.
I do not know if a frictional force is applied on flat surfaces like this one in the game. Umihara can slow down when running up ramps, so frictional forces may apply there. To conclude, this explains that Umihara is currently running at a constant velocity. It will not change unless a force is exerted onto her. I jump once more. And make it across the gap.
Traversal via Hooke's Law and Pendulum Motion
What you are seeing right now is an application of Hooke's Law it is characterised by the force needed to extend or compress a spring by some distance. The formula is F = -kx, where 'F' is the force of the mass attached to the free end of the spring, 'k' is the spring constant where a small positive value means it is elastic and a large 'k' value means the spring is rigid.
The 'x' value is the displacement of the spring, usually written as x - x_0 where x is the spring's 'relaxed' state/value and x_0 is the current position of the spring. When you press down, Umihara compresses the 'spring' exerting a force that is proportional to the current length of the spring. The longer the length, the greater the force that needs to be applied. This should look familiar.
Because Hooke's law is being applied here, because the fishing hook is characterised as a spring, the force exerted by Umihara changes the displacement of the spring by it's elasticity. Moving on.
Next, we have pendulum motion. It is difficult to simulate a pendulum because the oscillations (going up and down) from the 'spring' affect the motion. If we press left/right to swing side by side, we can reduce the oscillations and simulate "Simple Harmonic Motion".
Simple Harmonic Motion is a periodic motion where the restoring force is proportional to the displacement and acts in the direction opposite of that displacement. In this case, Umihara is the restoring force as she accelerates back to the centre position where the displacement is zero. Simple Harmonic Motion is a motion that obeys Hooke's Law as it occured earlier where oscillations were going up and down that a spring also uses Simple Harmonic Motion.
Going back to pendulum motion, the forces acting on a pendulum are the tensional forces which are in the direction along the fishing line, towards the fishing hook at all times. Forces from gravity and the mass of the object act directly downwards, at all times. Because the forces aren't equal in magnitude and direction they will not cancel each other out and cause Umihara to accelerate increasingly towards the centre and then accelerate in the opposite direction when moving to the other end from the centre.
To put this another way in terms of energy Umihara is at the left end of the pendulum, her velocity is at zero due to the displacement from the centre of the pendulum. (Maximum velocity occurs at the centre)
Acceleration will take effect and increase in direction towards the centre. Her potential (stored) energy is converted to kinetic energy which is the energy it has due to motion, which is affected by mass and speed.
As Umihara goes past the centre, her kinetic energy will will decrease and potential energy will increase. This is due to acceleration going towards the opposite direction and slowing her down.
Keep in mind this diagram utilises Conservation of momentum. As long as no external forces act upon Umihara, Momentum will be conserved. Also, the symbols and energy states are flipped in pendulum motion for going in the opposite direction.
Now to apply both Hooke's Law and Pendulum motion. Once I have gone past the centre, I
pressed down and compressed the 'spring', my acceleration to the right wasn't large and was starting to slow me down so pressing down accelerated me upwards, this would not be cancelled
by the accelerating force of the pendulum motion.
As shown here, I pressed down to compress the spring and then let go of the hook before I accelerated past the centre.This combined the acceleration going up and to the right giving the result shown.
Here's another example for your convenience. ...and another.
To summarise: Utilising forces from all these physical laws will increase your velocity and allow you get get past difficult obstacles.
Now, some actual examples without explanation, to see in action all the things you have learned
becoming applied.
Stage 17
Stage 17
Stage 7
Method 1
Method 2
Method 1
Method 2
All physics related information have been sourced from Wikipedia
The game played here was Sayonara Umihara Kawase and can be found on Steam for PC (and
Nintendo 3DS and Playstation Vita)
(End of Transcript)
4. A brief mention of the other Umihara Kawase games
Sayonara Umihara Kawase is the third game of the series. If after having played or finished this game you are interested in playing the other games which are the original Umihara Kawase that released on SNES and Umihara Kawase Shun which released on PS1, they are both available on Steam.
Here is a link to a trilogy pack which is currently $12 for the weekend sale.
http://store.steampowered.com/sub/85452/
Now, the physics may act a little different. I have tried to test things and basically one of the differences I can find is that it was either Kawase has more/less friction when moving fast, this means that if you send yourself flying, she will not slow down like in Sayonara Umihara Kawase. So you have to be aware of the and move in the opposite direction to slow her down.
Here is what I mean that you can send herself flying.
Stage info
Video of that stage: https://youtu.be/OnHQR-9DNo4
5. Final Word
If after reading this, you actually want to try out the game, cool. If you feel the game isn't for you after having played it, you can still refund it on Steam assuming you followed their refund policy.
I just wanted to bring more awareness to this game because it is a niche game, it is obvious why it is niche because the developers tried way to make this game accessible but it is at its core, a puzzle-platformer with a steep learning curve.
This may appeal to you, or it may not. That would explain why when the Vita version was released, we got images like this of Umihara Kawase.
Although that isn't always the case.
Anyway, I recommend this game just for the technical prowess required and its challenging depth of level design and physics involved, I have no clue if there will ever be another sequel, so I am playing the other two games of the trilogy which I just haven't got the time to complete them yet due to other games in my backlog.
My post is in parts a LTTP to give people the idea of why they should look into this game, and a video guide to help them understand how the game works.
Before I get to it, Degica Games are having a weekend Steam sale and if you wanted to check out Sayonara Umihara Kawase it is here: http://store.steampowered.com/app/378750/
it is at $6 for the sale and if you feel the game isn't for you, you can still refund it assuming you haven't played longer than 2 hours over a two week period if I remember correctly for Steam's refund policy.
I will be talking about the Steam version of Sayonara Umihara Kawase, I do not know if the 3DS and Vita versions are still available to buy however, you can still apply this guide to those versions of the game too. (Note: The 3DS US version of Sayonara Umihara Kawase is called Yumi's Odd Odyssey)
----------------------------------------------------------
Content:
1. LTTP
2. Video Guide: Understanding the Traversal Mechanics of Sayonara Umihara Kawase
3. Transcript of [2.]
4. A brief mention of the other Umihara Kawase games
5. Final Word
-----------------------------------------------------------
1. LTTP
This is definitely a LTTP for the Steam version of the game however, I will mention that I first encountered the game here in NeoGAF when the 3DS version released. I was interested in the game at the time when I saw the trailer for it because it look liked as though you can web-sling like Spider-Man.
For those that haven't seen what the game looks like, there is a trailer in the steam page I linked above or you can see it on this youtube link: https://youtu.be/NzTlJF718oE which someone else captured the Steam trailer of.
Even though I had the 3DS version, I never finished the whole game because I was bad at it. I didn't go back to this game until around New Year's Eve last year when someone here posted that the game got delisted from Steam because their Publisher went bankrupt.
In a rush, I went to buy the Steam keys of this game and the original Umihara Kawase off of third party stores GMG and Playism before they were removed as well.
As most of us know a few months later from that time, Degica Games picked up the publishing duties of the trilogy of Umihara Kawase and re-released it on Steam, so it was great that that happened, otherwise there would not have been much point making the guide you will see later on.
Some time in January I finally started playing the game, just like with the 3DS version I was doing pretty bad. I couldn't remember how to beat the boss at Stage 9 so I had to look up what I had to do. This is a very important point I will reiterate later on, the game is a Physics-based Puzzle-Platformer and a non-linear one at that. It is non-linear in that there is more than 1 route in a stage and that there are no unique solutions to completing a stage. The game does not have 10 stages, it has 60 stages. That is not a spoiler because the game doesn't have a story for you to be spoiled by. However, it is a common occurrence that a person thought they finished the whole game when they only finished ~15% of it.
After I got through the first boss, I went to look for other routes. I felt I was getting better at the game but I still wasn't understanding things clearly when a new obstacle would appear. The game has a very steep learning curve, there are people that are good at the game because they managed to have a natural instinct for it but I figured out a different way to be able to play the game which I will explain later. When I felt I was reaching a turning point in the learning curve of the game was at Stage 24.
After failing over 200 times because of how difficult it was getting both the backpack and getting through the ice gap, I then felt I was figuring out new methods of swinging.
That still didn't help me improve in later stages as shown here:
So it wasn't until I was past 75% of the stages that I realised that the game was actually applying Physics laws, once I started applying them. It became so much easier getting past obstacles because I could do things that would look impossible but they aren't when you know how it works. This, you'll get to see in the guide later on.
I think I finally finished all 60 stages of the game in around 20 hours, I wasn't done though since the other part of this game is to complete stages with fast times, especially that the game has online rankings in-game for both the Steam and Vita versions I believe, not the 3DS version though.
So at 54 hours of playtime of this game, I spent my time completing stages faster to get at least within the top 10 in a ranking of a stage or at least 20 if it happens to be an easy stage that anyone could complete in 2 actions that the leaderboards get bloated.
If you are a fan of platformers, this game isn't your typical platformer. It is a puzzle-platformer so it takes a lot more patience to get through a difficult stage. This game definitely isn't for everyone considering when I look at the Steamspy data for this game, not many people have played this. However, that is why I came up with this guide below to help people understand the game so they can actually complete it so that maybe, they'll enjoy it enough to play even the original Umihara Kawase and Umihara Kawase Shun.
2. Video Guide: Understanding the Traversal Mechanics of Sayonara Umihara Kawase
Link: https://youtu.be/BelfE5AxQwA
Linked here is the video guide for Sayonara Umihara Kawase, the physics involved in this game relate to Newton's Laws of Motion, Hooke's Law, Pendulum Motion, Simple Harmonic Motion and Force Vectors.
I do have other videos with solutions for stages although that is just for uploading fast ranking times. I do not recommend you watch those because the best way for you to enjoy the game is that you at least try to get through a stage and if after numerous attempts you can't figure anything out, then look up a solution.
This is why I made the video guide because if you can understand how the physics of this game works, then you should have better knowledge of how to at least get past an obstacle before you either give up on the game or look up solutions.
FYI, I am explaining the physics of the game. There is evidence the creator intended the game to work this way as mentioned in one of his interviews here:
http://www.usgamer.net/articles/indie-before-it-was-cool-the-umihara-kawase-story
You could even argue that physics are the whole point of the game. Certainly that's where Sakai's passions would seem lie; during our interview, the one time his reserved, quiet exterior cracked to reveal a spark of bright-eyed enthusiasm came when I mentioned Umihara Kawase's complex grappling mechanics.
"First of all, Im good at making complex game systems," he says. "I designed the game myself, and I did it in a way where I could use my ability to come up with a complex game system. I built the game design around that skill.
Despite the intricacy of Umihara Kawase's design, Sakai feels his work went largely unnoticed. "A group of core fans and people who were interested in programming really praised the game," he recollects with evident disappointment. "But I feel like, in general, there werent that many people out there who noticed the physics."
This is why I reiterate that: This game is a Physics-based Puzzle-Platformer and a non-linear one at that. It is non-linear in that there is more than 1 route in a stage and that there are no unique solutions to completing a stage.
There are 60 stages in total and it's not a spoiler because this game has no story.
3. Transcript of [2.]
Here, I will make a transcript with some of the key images although it is still recommended you watch the video because it has demonstrations so you can see how things work, especially the demonstrations at the end of the video.
Transcript:
Understanding the traversal mechanics of Sayonara Umihara Kawase
The aim of this video is to apply Newton's Laws of motion, Pendulum motion, Hooke's Law and force vectors to assist in understanding the mechanics behind the game to get through obstacles that may seem impossible.
Scenario 1: You fall into a gap that you cannot seem to jump over.
Solution: To get across, you can increase your velocity to get over the gap.
Now for the explanation of Newton's Laws and force vectors.
First, I set the fishing hook to the ground. I then press up for a moment to extend the fishing line.
I then run to the left of the fishing line and stop. As I press down, the fishing line retracts and pulls Umihara towards the right.
According to Newton's Third Law of Motion:
When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body.
Hence, the first body is Umihara Kawase. And the second body is the fishing hook. For why the fishing hook moves Umihara I will go into more detail later. I must run right in the instant I start moving as I have to go from a state of rest to a state of momentum.
As my velocity goes to the right and acceleration is positive and increasing in that direction from pulling the fishing line, my velocity will increase.
This is due to Newton's Second Law of Motion:
The vector sum of the forces on an object is equal to the mass of that object multiplied by the acceleration vector of the object. F = ma
I jump over the first gap. I will now explain Newton's first Law of Motion and Force Vectors
Newton's First Law of Motion:
When viewed in an inertial reference frame, an object either remains at rest or continues to move at a constant velocity, unless acted upon by a force.
The scenario here is that it is possible to have a constant velocity which is explained by applying Force Vectors. We first draw a free-body diagram as such. There are 3 known forces acting on Umihara Kawase.
First, we look at the forces applied by gravity and the normal force. The normal force is perpendicular to the surface of contact. The force exerted by the floor prevents Umihara from falling due to gravity. In this case, the forces cancel out.
Because they are equal and opposite in magnitude and direction. The remaining known force is the applied force which is unaffected by the other force vectors due to being perpendicular to them. The force which is unknown is friction. If there was friction, as Umihara is running, the friction would have a vector going to the left which would slow down Umihara.
I do not know if a frictional force is applied on flat surfaces like this one in the game. Umihara can slow down when running up ramps, so frictional forces may apply there. To conclude, this explains that Umihara is currently running at a constant velocity. It will not change unless a force is exerted onto her. I jump once more. And make it across the gap.
Traversal via Hooke's Law and Pendulum Motion
What you are seeing right now is an application of Hooke's Law it is characterised by the force needed to extend or compress a spring by some distance. The formula is F = -kx, where 'F' is the force of the mass attached to the free end of the spring, 'k' is the spring constant where a small positive value means it is elastic and a large 'k' value means the spring is rigid.
The 'x' value is the displacement of the spring, usually written as x - x_0 where x is the spring's 'relaxed' state/value and x_0 is the current position of the spring. When you press down, Umihara compresses the 'spring' exerting a force that is proportional to the current length of the spring. The longer the length, the greater the force that needs to be applied. This should look familiar.
Because Hooke's law is being applied here, because the fishing hook is characterised as a spring, the force exerted by Umihara changes the displacement of the spring by it's elasticity. Moving on.
Next, we have pendulum motion. It is difficult to simulate a pendulum because the oscillations (going up and down) from the 'spring' affect the motion. If we press left/right to swing side by side, we can reduce the oscillations and simulate "Simple Harmonic Motion".
Simple Harmonic Motion is a periodic motion where the restoring force is proportional to the displacement and acts in the direction opposite of that displacement. In this case, Umihara is the restoring force as she accelerates back to the centre position where the displacement is zero. Simple Harmonic Motion is a motion that obeys Hooke's Law as it occured earlier where oscillations were going up and down that a spring also uses Simple Harmonic Motion.
Going back to pendulum motion, the forces acting on a pendulum are the tensional forces which are in the direction along the fishing line, towards the fishing hook at all times. Forces from gravity and the mass of the object act directly downwards, at all times. Because the forces aren't equal in magnitude and direction they will not cancel each other out and cause Umihara to accelerate increasingly towards the centre and then accelerate in the opposite direction when moving to the other end from the centre.
To put this another way in terms of energy Umihara is at the left end of the pendulum, her velocity is at zero due to the displacement from the centre of the pendulum. (Maximum velocity occurs at the centre)
Acceleration will take effect and increase in direction towards the centre. Her potential (stored) energy is converted to kinetic energy which is the energy it has due to motion, which is affected by mass and speed.
As Umihara goes past the centre, her kinetic energy will will decrease and potential energy will increase. This is due to acceleration going towards the opposite direction and slowing her down.
Keep in mind this diagram utilises Conservation of momentum. As long as no external forces act upon Umihara, Momentum will be conserved. Also, the symbols and energy states are flipped in pendulum motion for going in the opposite direction.
Now to apply both Hooke's Law and Pendulum motion. Once I have gone past the centre, I
pressed down and compressed the 'spring', my acceleration to the right wasn't large and was starting to slow me down so pressing down accelerated me upwards, this would not be cancelled
by the accelerating force of the pendulum motion.
As shown here, I pressed down to compress the spring and then let go of the hook before I accelerated past the centre.This combined the acceleration going up and to the right giving the result shown.
Here's another example for your convenience. ...and another.
To summarise: Utilising forces from all these physical laws will increase your velocity and allow you get get past difficult obstacles.
Now, some actual examples without explanation, to see in action all the things you have learned
becoming applied.
Stage 17
Stage 17
Stage 7
Method 1
Method 2
Method 1
Method 2
All physics related information have been sourced from Wikipedia
The game played here was Sayonara Umihara Kawase and can be found on Steam for PC (and
Nintendo 3DS and Playstation Vita)
(End of Transcript)
4. A brief mention of the other Umihara Kawase games
Sayonara Umihara Kawase is the third game of the series. If after having played or finished this game you are interested in playing the other games which are the original Umihara Kawase that released on SNES and Umihara Kawase Shun which released on PS1, they are both available on Steam.
Here is a link to a trilogy pack which is currently $12 for the weekend sale.
http://store.steampowered.com/sub/85452/
Now, the physics may act a little different. I have tried to test things and basically one of the differences I can find is that it was either Kawase has more/less friction when moving fast, this means that if you send yourself flying, she will not slow down like in Sayonara Umihara Kawase. So you have to be aware of the and move in the opposite direction to slow her down.
Here is what I mean that you can send herself flying.
Stage info
Video of that stage: https://youtu.be/OnHQR-9DNo4
5. Final Word
If after reading this, you actually want to try out the game, cool. If you feel the game isn't for you after having played it, you can still refund it on Steam assuming you followed their refund policy.
I just wanted to bring more awareness to this game because it is a niche game, it is obvious why it is niche because the developers tried way to make this game accessible but it is at its core, a puzzle-platformer with a steep learning curve.
This may appeal to you, or it may not. That would explain why when the Vita version was released, we got images like this of Umihara Kawase.
Although that isn't always the case.
Anyway, I recommend this game just for the technical prowess required and its challenging depth of level design and physics involved, I have no clue if there will ever be another sequel, so I am playing the other two games of the trilogy which I just haven't got the time to complete them yet due to other games in my backlog.