^Ah, okay. Thanks.
Chapter ThreeThe dungeon challenges get much more interesting in chapter 3. They make good use of the simple enemy behaviours, the player's abilities, and the room layout. For example, the snakes move forward in a straight line when you are within their sight range. To get past without getting hit, you have to lure them, jump, and have the two snakes pass underneath you at the same time. Then you can move back to the side and attack them when they revert back to the original positions.
Initially I couldn't figure this one out. The skeleton turkeys move too quickly and can plough through your yo-yo's hit-stun. You have to take advantage of the slight delay in their jumps when crossing the water channel. I like how the cross-shape plays into the demonic theme too.
This darkened room was another head scratcher. The idea is that you have to use the enemies' movement patterns (the octopus bounces across land tiles) to find a safe passage and avoid jumping into the water (which equals insta-death). The subtle change in presentation re-contextualises the enemy behaviour in a creative way. The idea behind the snake challenge is that the snake which moves one unit away from you reveals the pathway from which you can jump to. The other snakes are separated by a two-unit gap, which the player cannot jump over.
This boss fight is simple, but neat. The fireballs on the left and right sides rotate around the adjacent blocks (think topdown fire chains from Super Mario Bros). The boss fires homing projectiles. I like how the challenge changes as you move around the room (as you're required to do to activate the switches and beat the boss). Initially, you need to manage the two timers (rotating fireballs and projectiles; actually the projectiles have two timers: time of approach and buffer time between shots). As you move around the fireball, you're relative position to the boss (from which projectiles are fired) changes. Given the distance between you and the boss, you have enough time to react and the multiple timers provide a far, but tough challenge. As you move around the front of the boss, you need to focus more on the delay between shots as your reaction time is limited, so you'll want to be moving between blocks right as the boss is ready to fire a projectile. In this position, the fireballs are away from the player and have no bearing on the challenge. Crossing the horizontal stretch in front of the boss is probably the toughest challenge. You must take both fireballs into account as well as the projectiles. You're also quite close to the boss and therefore have a shorter reaction time. I also like how the top-left tile acts as a rest point between the first and second sections (as the boss cannot fire projectiles behind him). The clean tile-based design shines through in this challenge as it presents clear, distinguishable options for the player.
The subtle leading has been quite effective so far. For example, the blue gravestone here = entry to a dungeon. The hidden passages behind buildings, less so.
Not sure if this is the right screenshot, but the secret pathway to the right of the staircase...but of a doozy. Fortunately, I had a secret weapon called Greg.
Really liked this challenge too. There's enough spacing between projectiles that you can move one tile between shots. Details are where it's at.
You can jump and yoyo to the ground too, which is sweet.
The weapon needed to beat these enemies is in the previous room. You need to jump on some random tiles to unlock the mirror shield. If you miss it, well, you just gotta suck up that game over.
Chapter 4Well that was short..
General Comments-there's a moment of pause after your yoyo makes contact with an enemy, this allows you to better read the action and fit in extra attacks as the enemy is exiting hit-stun (?)
-there are more tracking enemies in the first dungeon than previously
-the monkeys and rows / column design stall out gameplay as you wait for them to bounce into range
-Chapter 3 is sooo big compared to the first two chapters
-the graveyard dungeon is a bit like the Lost Woods from Zelda
-I think they got the balance right with heart refills in the graveyard dungeon
Funny NPC SpeechSurprisingly down-to-earth comment.
Thanks.