Lessons Playtonic might learn from Yooka-Laylee...

Discussion and feedback for Playtonic's debut game, platformer adventure game Yooka-Laylee!
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ShanPen
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Joined: Mon Jun 06, 2016 3:16 pm
Location: Australia

Re: Lessons Playtonic might learn from Yooka-Laylee...

Postby ShanPen » Mon May 21, 2018 5:34 am

Yitsul wrote:
  • Have something similar to BK's Flight Pad or DK64's crystal coconut barrels to restrict flappy flight.


Yes, that's a great idea! It felt too easy once you could fly unrestricted.


Yitsul wrote:
  • Make better boss designs, 2 of the 5 were just faces on walls.


:lol: Wow you're right! Never even thought about it like that but now I won't be able to ignore that fact. :lol:

LDK777
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Joined: Wed Apr 12, 2017 1:03 am

Re: Lessons Playtonic might learn from Yooka-Laylee...

Postby LDK777 » Tue May 22, 2018 7:12 am

Yes, I agree that the flying was just too powerful of a move. Once you got the flying movie exploring or traversing the worlds became completely trivialized. Past games put better restrictions on flying to preserve the worlds having meaning in regards to exploring them and traversing them.

In a 3D platformer roaming around the world is pretty much the bulk of the gameplay and having a move that basically negates that should have structured limitations.

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bigfanofoldrare
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Re: Lessons Playtonic might learn from Yooka-Laylee...

Postby bigfanofoldrare » Tue May 22, 2018 9:22 pm

like the first boss was so easy with the fly ability.

wacky ducky
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Re: Lessons Playtonic might learn from Yooka-Laylee...

Postby wacky ducky » Thu May 24, 2018 7:59 pm

Aside from the more obvious things like lack of polish I think levels should have more points of reference to add cohesion, memorability and ease of navigation

Nitpick: I think the characters are too detailed. They have some funny concepts but big expressive faces leave stronger impressions.


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