Gameplay notes: These bubble puzzles were fun. It was a bit frustrating because a lot of the time it was very hard (especially on the last screen) to figure out the difference between a wallbounce that would work to clear spikes and a wallbounce that would not.Īesthetic notes: Underwater farewell, with really catchy music. Gameplay notes: This level was ridiculous but in a good way. Some frustratingly long checkpoints, but good practice on neutrals and controlling jumps off core blocks.Īesthetic notes: Just core (both visually and musically). Gameplay notes: Core jumping with a bunch of waterfalls and neutral jumps. I especially liked the bit on the last screen where you have to ride one jellyfish to meet up with another moving jellyfish to switch from one to the other.Īesthetic notes: Good use of color with the toxic waste music felt a bit jangly and overly upbeat. Gameplay notes: Just jellyfish puzzles, but they were fun and didn't require any crazy precise timing. The melancholy music was a great fit for the art, and the art design felt really unified with the huge background structures. Not sure why I liked this level so much, but I really did! It kept demanding a lot of stuff that's new to me like reverse hypers and some hunting for the perfect spot to wallbounce, and it felt like it was a bit above my technical proficiency level but somehow I kept finding the way up and that's the essence of Celeste, right? Death count is super low because a lot of times the penalty for failure was just being on the ground and retrying.Īesthetic notes: I liked that it kept going "up", and you could see some of the level way before you got to it. Gameplay notes: Climbing and big jumps with neutral jumps disabled. The checkpoints also felt very generous, so there wasn't any frustration here.Īesthetic notes: The dark aesthetic was kind of cool, but it was really just core but with heavier shadows. Gameplay notes: Lots of what felt like really precise dashing out of green bubbles and between spikes, but mostly this level seemed designed to set things up for you with the bubbles as long as you weren't doing extraneous presses. Music was a fantastic new composition that sounded like it would have fit well in Farewell. One of the screens had wind that made the screen really hard to "read" and I wasn't sure it was intentional. The last (non-optional) screen had a really tricky wallbounce right at the end where I had to maximize height and that screen was well over half of my deaths as it took a long time for each try at it.Īesthetic notes: Palette was mostly purple/blue/green, but it worked in this case because of the highlights from the stars and wind. There was a strawberry that taught about neutral dropping but once I got past the jellyfish part there was a feather so screw that. There was a lot of alternating between feathers and jellyfish, and the jellyfish bits were pretty cool. Gameplay notes: I really dislike feathers. Some of the layouts made for fun little loops through the maze, but overall it was a bit one-note.Īesthetic notes: The rising squares are kind of trippy and cool, but I just didn't like the purple/blue/grey duochrome palette in general. This level really made me pay attention to which way I was bearing off of each wallbounce, and required a lot of good timing to get maximum wallbounce height. Gameplay notes: Mazes of double-dash crystals combined with wallbouncing. Mostly I didn't get berries, so this doesn't take berry difficulty into account at all. Individual reviews (Puzzle difficulty is "how hard to figure out what buttons to push when" and execution difficulty is "how hard to hit the buttons at the right times", both 1-10). I get excited when I see them credited with music as I enter a level - it's always going to be fucking fantastic. Thank you, everyone who had any part in these beautiful levels. Still constantly blown away by the sheer love and creativity that went into every single one of these. I did it! Finally made it through all of these, and kept notes as I went.
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