It does make me wonder why this was published though, what was the target audience?
As I started the new level, I talked to Mac on the bridge and then went into the action in the Forest Follies section. This was supposed to be the first of several sections we could play, but I didnt make it very far. The story sections of the game were deleted, and I was able to go straight to gameplay. Of course, I expect the final game to have a lot more emphasis on gameplay over story, as the designers of the game Chad and Jared Moldenhauer are known for that style with their previous game, Super Meat Boy, from 2010.
So, looking into the original article by Dean Takahashi on Venture Beat, I was flabbergasted to find this gem:
https://venturebeat.com/2017/08/24/...nutes-of-shame-with-an-old-time-cartoon-game/
This is in VENTURE BEAT.
We've come across a lot of lol-journalism that we've have to correct over the last couple of years, but I'm going to leave this one. It's too damn good.
And you're all welcome for Super Meat Boy.
This is the only part that honestly bothered me. I specifically had this implemented so that the player couldn't get past this part until they did an actual air dash. That way we could guarantee that the player had done it at least once and therefore would be familiar with it.
It's printed on the screen "Y - DASH -> Quick evade on ground or air" with an arrow pointing you where to go and he kept jumping over and over and over.
You can tell he was hammering the jump button (A) in the air too, because you can see the parry animation (pink spiral), which is activated by hitting the jump button while in the air.
What more can we do?
This is the only part that honestly bothered me. I specifically had this implemented so that the player couldn't get past this part until they did an actual air dash. That way we could guarantee that the player had done it at least once and therefore would be familiar with it.
It's printed on the screen "Y - DASH -> Quick evade on ground or air" with an arrow pointing you where to go and he kept jumping over and over and over.
You can tell he was hammering the jump button (A) in the air too, because you can see the parry animation (pink spiral), which is activated by hitting the jump button while in the air.
What more can we do?
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So, looking into the original article by Dean Takahashi on Venture Beat, I was flabbergasted to find this gem:
https://venturebeat.com/2017/08/24/...nutes-of-shame-with-an-old-time-cartoon-game/
This is in VENTURE BEAT.
We've come across a lot of lol-journalism that we've have to correct over the last couple of years, but I'm going to leave this one. It's too damn good.
And you're all welcome for Super Meat Boy.
So, looking into the original article by Dean Takahashi on Venture Beat, I was flabbergasted to find this gem:
https://venturebeat.com/2017/08/24/...nutes-of-shame-with-an-old-time-cartoon-game/
This is in VENTURE BEAT.
We've come across a lot of lol-journalism that we've have to correct over the last couple of years, but I'm going to leave this one. It's too damn good.
And you're all welcome for Super Meat Boy.
Damn war of the chosen looks really fun!
ModBot said:Instructions for participants:
I am giving away 10 Steam keys. To enter this giveaway, send a PM to ModBot with any subject line. In the body, copy and paste the entire line from the message below that corresponds to the game you want. (if you include more than one game, you will be blocked from entering). Confused? Watch this GIF tutorial or ask for help.
Want to make your own ModBot giveaway? Click here for a quick tutorial thread. Please give generously.
ModBot Basics:
- No need to thank me. Please don't post thank you messages in thread or in PM.
- Do not trade keys you win off-site to enrich yourself. Don't try to claim games you have no interest in collecting or playing. Don't claim games to give them to friends off-site.
- If the key is already taken you will not receive a reply. Replies may take a minute or two.
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Maja Moldenhauer, the sole inking artist at Studio MDHR, walked us through a tutorial for Cuphead before letting us loose. It was a bad sign when I took a long time to figure out how to jump off a stone and dash through the air to get over a bigger stone. Moldenhauer said the proper term was challenging, not difficult. But I quickly put the lie to that terminology.
How many games actually come with a tutorial these days? They're not popular. But if it's necessary, that is a signal this is going to require some skill.
that's an attitude that argues that games should be shut off in their own little corner, only played publicly by the masters and the experts.
You can tell he was hammering the jump button (A) in the air too, because you can see the parry animation (pink spiral), which is activated by hitting the jump button while in the air.
What more can we do?
Something like book reviewer who can't read.
Hint prompt which shows character standing on a short cube and then inputs: hold A, Y but I wouldn't bother.What more can we do?
I didn't realize for quite a long time that you don't accomplish anything by jumping on top of an enemy, like in the Mario games. Rather, you lose a life. It took me a reminder as well that you can change the type of shot.
*polygon doom 2016.gif*Please stop. that's so painful to watch.
cuphead gif
So, looking into the original article by Dean Takahashi on Venture Beat, I was flabbergasted to find this gem:
https://venturebeat.com/2017/08/24/...nutes-of-shame-with-an-old-time-cartoon-game/
This is in VENTURE BEAT.
I actually completely agree with his comment.I guess, to be fair, VentureBeat isn't really a game focused site?
Also, his response in the comment section:
What more can we do?
Would moving the "Dash" text closer to the cube helps? In that way, it signals the player to dash immediately after jumping off from the cube.
I honestly don't see it. Instructions are more than clear enough, as it is the way it's all presented.Looking at it without context, I can understand how someone not as proficient as us in video games can stumble on that obstacle. Previously the player had to follow 2 simple instructions, duck and jump, that instantly made him move forward but, out of nowhere, comes a much more complex string of actions that seem to have a small window to actually be successful, jump & dash across. It's understandable that a non videogame-familiar player might read that instruction and assume that you can just dash across a particular high object that can't be jumped over.
In all honesty, the game's at fault here not the player. It should either present much easier to perform actions before this dash sequence or the text should be much more clear.
Looking at it without context, I can understand how someone not as proficient as us in video games can stumble on that obstacle. Previously the player had to follow 2 simple instructions, duck and jump, that instantly made him move forward but, out of nowhere, comes a much more complex string of actions that seem to have a small window to actually be successful, jump & dash across. It's understandable that a non videogame-familiar player might read that instruction and assume that you can just dash across a particular high object that can't be jumped over.
In all honesty, the game's at fault here not the player. It should either present much easier to perform actions before this dash sequence or the text should be much more clear.
The problem isn't the fact that is difficult to go over this kind of obstacle, and we can argue even about that, but the fact that who is playing isn't even able to try what the game is telling to him, jump and dash.
What he is doing is jumping, jumping, jumping and more brainless jumping
If my father, 60, is playing Just Cause 3 with the hook and all the shit that you need to do to maintain the momentum in the air...well, I think that everyone in this world can read and follow the instructions
Looking at it without context, I can understand how someone not as proficient as us in video games can stumble on that obstacle. Previously the player had to follow 2 simple instructions, duck and jump, that instantly made him move forward but, out of nowhere, comes a much more complex string of actions that seem to have a small window to actually be successful, jump & dash across. It's understandable that a non videogame-familiar player might read that instruction and assume that you can just dash across a particular high object that can't be jumped over.
In all honesty, the game's at fault here not the player. It should either present much easier to perform actions before this dash sequence or the text should be much more clear.