So... the Toybox Experience made a pop-up surprise while I was away on vacation. But I've played through it now, and Inept seemed to want me to give feedback on the official Playtonic forums, so, here ya go, Inept! This is for you!
I was given a warning ahead of time that the toybox does not support integrated graphics cards. (For those unaware of what this means, these are what comes with every PC that is only meant to run things like YouTube videos and Blu-Ray disks and is in no way intended for processing any serious modern graphics. Just the basic essential visuals your computer needs to display.) As such, I was actually a bit reluctant to download it right away, as that's what I'm currently stuck with, but I gave it a go, and I was pleasantly surprised to see that it actually runs fine! Granted, I have to play it at the lowest graphical settings at 800X600 resolution for it to run smoothly on my end, but it still works well!
Yooka & Laylee show so much personality in their animations. (Doom this year, Yooka-Laylee next year!) I've barely heard a peep out of them, and yet It's plain as day that these two are very close and really care for one another. The way how Laylee bites Yooka and he finds it hilarious or how when Yooka collapses to the ground, Laylee doesn't think twice about pulling him up. These two really care about each other, and I didn't even need an exposition dump to tell me that. Well done.
The platforming has been quite diverse. Natural ledges, levitating platforms, little see-saw things... It's all great! I'd suggest looking at a bit of the Sly Cooper games, if you can. They've done some nice things with 3D platforming (especially with physics-reacting platforms like chandeliers hanging from a ceiling) that I'd love to see around more often.
It's just fun to wander around aimlessly. It really is. Performing that ball roll move is also pretty cool as it clearly feels very different from running normally; feeling like a programming step up from Banjo-Kazooie's Talon Trot.
I like how swimming feels more like controlling a character and less like a swimming tank.
When you're underwater, objects in the distance turn a bit more blue.
Love those little puff clouds.
Inept is hilarious.
Ability/attack animations are delightfully cartoony and physically impossible. I love it!
Gorgeous compositions! Tip-top performances, Grant! What I've heard from David so far has been marvelous, too! Very much looking forward to hearing what Steve's music's gonna sound like for this game!
Controls feel a tad bit slippery. Perhaps just a hair with walking, but this slipperiness is especially prominent with the ball roll move. Granted, I would expect that, given its nature, but it does seem to slip around a bit TOO much. Mostly with rotating and stopping. It got very irritating trying to climb that yellow spiral pyramid with the blue ramps and being all like "Ahh, ok, I'll just slow down and stop before I fall off this ledge. Now, I'll just turn and... OH, NO!" And then Laylee would suddenly speed up and launch Yooka off the pyramid. It happened A LOT. There should be plenty of obstacles. The controls should not be one of them. Stopping and rotating ought to be tightened up a bit, in my opinion. Both with running and rolling.
Trying to roll that pink ball up the ramp was significantly more difficult than it would be to do so in real life. There appears to be just physics and minor collision detection in that thing. Yooka doesn't seem to respond to touching it (or movable crates) at all. It is VERY difficult to move the ball where you want. Yooka would often slip right past it when I was trying to push it up or knock it off to the side. I'd be happy to see this be set up more like rolling up the balls of poo in Conker's Bad Fur Day. Sensible, intuitive, and responsive, but still leaving marginal room for error.
Smashing crates and barrels got really floaty. When they break, the pieces move very slowly and often don't really burst out as much as they probably should.
Camera would sometimes get stuck behind a wall, not move at all, or need to be moved manually for a while from time to time. There would also be points where I'd be standing at a ledge, and the camera only wanted to look down and not allow me to look around.
I've gone through the control configuration to try and make them more comfortable for me, but I've been trying to map the Ball Roll to "X" and it just won't change for some reason. It still forces me to click the mouse (though the tail attack still works on a keyboard button just fine) if I wanna roll. It looks like every other move can be bound to whatever key I want, but for some reason, whenever I boot up the toybox, it always switches Ball Roll back to the left mouse button again. Similarly, I hope the final game doesn't just assume you're using an X-Box ONE controller all the time. I have no desire to use an X-Box ONE controller. I actually WANT to stick with a keyboard. If I wanna use a controller, I'd love to see those USB64 controllers get support.
Quills underwater don't look all distorted/warbly, but everything else does.
This may sound quite a bit odd, but some of the sounds just seem a bit... off. I hate to say it, but I feel like some of the quirks in the audio direction should be toned down a bit. A BIT. It just sometimes feels less like I'm exploring a land of wonderment, and more like I'm stuck in something like Teletubbies, Boo-Bah, or Barney and Friends. Some sounds should probably be changed in the final game. I get that it's supposed to be lighthearted and cartoony, and I definitely want that, but it just sounds a tab bit too fru-fru at times.
Ball Roll animation. Oh, I guess you guys have already been hearing about that. Well, I don't know if anyone's mentioned that Yooka & Laylee don't seem to blink when doing stuff like this. I hope blinking is implemented consistently into their animations.
Yooka can't jump while riding on a "slide". In Banjo-Kazooie, Banjo could jump off of a "slide" weather he was sliding down on his butt or his belly. Plus, anyone could do this in real life. It feels quite a bit restrictive to not be able to do this in the game.
Jumping up into a "doorway" causes Yooka & Laylee to suddenly snap onto the floor in a single frame.
The radius for how far away you can be to talk to NPCs should probably be a little bigger.
Would love a Pagie Dance.
Being caught up in wind should probably cause Yooka to look like his off balance; slipping around, or something like that, rather than just speeding up his animation.
I can hear this faint, consistent grinding-like noise like a bowling ball rolling when using the Ball Roll move. I'd suggest making it little louder. Speaking of Ball Roll sounds, you can still hear the rolling and squeaking even while in the air.
Yooka's feet aren't actually touching Yooka when he rolls into a ball.
Sometimes, when you're given instructions (like when a quill introduces itself or Inept teaches you how to swim), Yooka suddenly stops dead in his tracks and can't move until the other NPC stops talking. Movement should not be taken away like this. When I see a line of collectible quills lined up, the last thing I want is to suddenly be unable to move.
Laylee is cute.