Verdict:ControlsControls felt really natural.
Controls invite you to challenge yourself in movement.
I can imagine the speedrunners going nuts and we've only seen the tip of the iceberg.
Really dynamic. But where was my first person camera? I wanted to look!
Ground pounding however, should be
on the spot I think.
It feels a little weird that while there is momentum and ground pounding while having this momentum results in a ground pound with momentum as well.
The same
momentum problem exists while moving around on normal solid ground, there is a slight momentum when
halting all movement. This could be really frustrating where platforming is getting intense. when halting movement I think it will be better that there will be no momentum at all.
Swimming is OK, but not great, perhaps it is because swimming
feels slow. perhaps this can be solved by adding a mechanic where mashing a certain button results in a slight increase in speed (just to keep you busy like in super mario 64... It actually feels like I have to do the work, a good thing)
The
ball rolling (my favorite movement so far) could need some work as well.
Perhaps it would be nice if I were able to
initiate a ballroll mid-air.
Also, when trying to
turn on the spot while rolling get's a little
wonky, the acceleration for the turn seems too high and results in
unpredictable movement.
Last thing about movement would be the
slippery vertical surfaces. Surfaces work like this right now:
- Either you can walk (and roll) on it.
- Either you could roll on it.
- Either you should jump over it.
But the way the engine handles this is a bit
too rigid to my taste.
Why not enable the player to walk a short distance accross a rollable platform before sliding off?
Why not enabling the player the roll a short distance accross a jumpable platform before rolling off?
(Same way Mario 64 handles this) This is especially true in certain slippery corners, how fun would it be to just keep on rolling without interupting the roll immediatly, this enables
some more dynamic race/speedrun parcouring.
A little thing more.
Combo attacks? They don't seem to work for me.
Also, the
standard tail attack feels meh. It
lacks a punch and lacks an oomph.
In DK64 Chunky had an powerful punch attack that actually felt really powerful when using it.
Banjo Kazooie and Tooie did attack movement great as well. As you really felt the punch or attack.
I am missing that here really... the animation and the way it feels it...
feels cheap, sorry.
CameraCamera is Superb, really noticed this is the particle room when running around the watery ball.
The way I am able to manipulate the camera is really great as well, I had not a single problem with the camera and I really did my best to give it a hard time.
The place where The robot asks for feedback. At the second chamber the camera is so far away that I am unable to hear the player sounds. That's the only thing that I actually wanted to share about that because everything else just worked. I trust you guys with this if you were able to perfect it to this degree already.
CollisionPlayed around with balls (...) but it was fun to actually being able to move the ball while standing on it
(somewhat) same goes for the barrel. I hope this will be an actual feature somehow later in a certain puzzle.
Collision works, but could be worked upon.
The illusion of weight is not yet implemented (balls)
Also, in the area with the boxes and and barrels when breaking something and trying to push the big unbreakable box through the debris results in
weird behaviour. as this is not possible. Which gives the illusion the debris is more heavy then the actual object itself. The player IS able to move the debris correctly however.
LightningI enjoyed the lightning very much, I played around in the particle room and really had to think back to DK64, which used the expansion pack to handle certain lightning situations. I really hope I will feel these moments back in Yooka Laylee as well. The way light works on the environment and lights up the player. It's an
important part for immersion.
I found one small issue. When reaching for floating platforms the
dynamic shadow can be confusing. Instead of using dynamic and blob shadow together while being airborne how about making the dynamic shadow less dark (or remove) in these situations so they don't get confused.
Music & SoundsNothing less of GREAT music, really got me in the mood for this game

A slight tip for the sfx however.
When I collected all 100 quills I headed for the secret area, before activiting the button I could hear the robot NPC behind a solid wall. revealing his location before being able to know this.
RANDOM GLITCHESJUMPSCARESThere. That's all feedback. Perhaps I'll change things around a bit later.
Anyway, can't wait for the game. It's a torture really.