I have just 100% completed the game, and I enjoyed my experience very much. Yooka-Laylee is exactly the kind of game I was hoping it would be. That being said, I thought it would be fun/helpful to compile a list of suggestions for improvement as I played, incase the Playtonic devs decide to release a patch in the future. I think some of these suggestions could make the difference between a GOOD game, and a GREAT game, worthy of "classic" status. Keep in mind that these suggestions reflect MY experience with the game, and you are more than welcome to disagree with them. (I have organized my list into 4 sections, for your reading pleasure!)
• The "Quit" button should be listed on the main menu, rather than in "Options & Stuff". This is a minor issue, however it took me longer than necessary to figure out how to quit the game without pressing ALT+F4.
• Selecting "View Totals" from the options menu should bring you directly to the totals page for the world you're currently in. This is certainly the most frequently occuring issue I've had with the game, as well as the most common complaint I've heard from others. I'm sure this is already on Playtonic's radar, and should be a quick and easy fix.
• The speed at which you scroll through the 'totals' and 'file select' menus should be faster. This issue, coupled with the previous one, makes navigating the menu feel rather sluggish. A simple fix here would certainly go a long way.
• There should be a way to save your progress manually, rather than having to rely on the auto-saves. Have you ever collected a hoard of quills, but aren't sure how long it's been since the last auto-save? Having a "Save & Quit" option would be a wonderful addition, providing players a way to end their play-session with full confidence that all their hard-work has been preserved.
• The health guage should remain visible when at low health. When you only have 2 or 3 butterflies left, it would be nice to have a visual indication that your health is low, so you know to keep an eye out for some extra butterflies.
• "Slurp Shot" and "Lizard Lash" should highlight the tongue's target. It's not always obvious what your tongue will latch onto, or even IF your tongue has a target. I would suggest having a visual indicator that highlights what your tongue will grab onto, should you press the 'B' button. Maybe something similar to how NPCs are highlighted when you're in range to talk to them.
• "Reptile Roll" should cost less energy. This is a personal suggestion, but it seems odd that "Reptile Roll" costs more energy per second than "Flappy Flight". Having a hard restriction on your ability to contiuously roll feels clunky, especially when you're traversing large chunks of the world. Consider reducing the energy cost, or simply make it free (though I'm aware that this would also require the "Baller" tonic to be reworked).
• "Sonar 'Splosion" should be able to destroy the floating balloons in "Galleon Galaxy". Being able to land on top of the balloons, and destroy them all at once with one radial blast would be much more efficient and satisfying than having to hit each balloon indivdually. The strange thing is that "Sonar 'Splosion" works perfectly on the balloons near the ground. Potentially a bug or oversight?
• World 1 transformation should move faster, jump higher, and be less noisy. I think a slight increase to the transformation's mobility would incetivize players to actually go around and get hints from the other plants scattered around the world. Right now, navigating with it feels a bit slow and cumbersome. Also, less 'boing' please!
• World 5 transformation needs improved firing controls. Using your arsenal of projectiles can feel unresponsive at times, especially when you have to quickly switch between them. The cannon won't fire if the flamethrower is active, and there's no way to shorten the duratiuon of the fire. I would suggest having each weapon on it's own timer, allowing you to use all your projectiles simultaneously. Maybe also have the flamethrower stay active as long as the button is held, and deactivate when released.
• Remove the collision from leafy plants. Every world has a version of this plant, and it seems to get in your way all the time. I like how the leaves jostle around with your movement, but maybe it's possible to keep that effect, while removing player collision?
• Remove the collision from destructable objects (slot machines, igloos) as soon as they're destroyed. Another minor issue, but having to wait an extra 2 or 3 seconds for the debris to clear can be a bit bothersome. Occasionally, one of the pieces of debris will also carry the player with it, as it flies off.
• The camera could use some improvements. Without going into specifics, I've heard too many complaints about the camera to exclude it from this list.
• "World 1" boss needs some camera improvement. When you move too far down from the ramp, the camera instantly shifts, which can be very disorienting. Consider also zooming the camera out a little, so it's easier to see an incoming log when you're sliding down the ramp.
• "World 2" boss should require less hits. Plain and simple, I think this boss takes too many hits, to the point of tedium. As a side-note, I think many players are not aware you can break the wall and light the torches to make the fight a bit easier. Consider putting the torches behind meltable ice instead of behind glass, so the torches can be accessed with the fire breath.
• "World 5" boss needs improved controls. I think the mechanics of this boss-fight are really cool, however the experience is hampered by awkward boat controls. I would suggest having the boat's orientation locked to face upwards, towards the boss. This would make the fight feel like a space-shooter game, allowing you to easily move to avoid damage, while also aiming your return-fire.
QUALITY OF LIFE
• There should be a 'restart' option for Rextro/Kartos challenges. There are times when you know well in advance that completing one of these challenges has become impossible, and you wish you could simply restart the challenge without having to intentionally die, or have to listen to the dialogue over again.
• Kartos' projectiles should travel forward while jumping, and move along the track. Kartos' challenges are some of the trickier parts of the game, however some of that difficulty comes from slightly awkward controls. It feels bad to miss a barrel with your projectile because Kartos shoots off into the sky when he jumps, or because you were going around a bend when you fired it. That being said, I am completely willing to accept the extra difficulty as 'intentional' if the controls were made this way on purpose.
• Beating Rextro's high-score during your first playthrough of his game should award both pagies at once, allowing you to skip a second playthrough. You can always go back and replay the arcade games that you enjoy, but I think many players would appreciate not having to play the arcade game twice, if it wasn't their cup-of-tea the first time. Speedrunners would also appreciate being able to save time in a run if they manage to beat Rextro's score the first time.
• The pagie acquired from Rextro's arcade in Hivory Towers should be accessible with "Reptile Rush". Many other challenges in the game reinforced the concept that "Reptile Rush" is the move to use when I see cracked glass, so when I tried to use it here, I thought it was bugged. It wasn't long before I realised the solution was "Sonar 'Splosion", but I feel like it makes the game feel a bit inconsistent.
• When transformed, butterflies should restore health instead of energy. Since it's impossible to eat the butterflies while transformed, and also impossible to deplete your energy meter while transformed, it just makes more sense this way. I have a feeling this was an oversight rather than a design decision.
• Cutscenes should be skippable. This is another suggestion I've heard from others (especially speedrunners). This option could potentially be restricted until you've beaten the game at least once.
• It should be more obvious when you need sticky honey to ascend a ramp. This is probably the least-concerning item on this list, as well as the most difficult to find a solution for. It's nearly impossible to know whether or not you'll be able to scale a hill using "Reptile Roll" alone, or if you need the sticky honey. The best example I can think of is the ramp leading up to the Velocity Terminal in the last world. It looks like you'd be able to roll up the hill normally, were it not for the conveniently-placed nearby bee-hive. There's nothing wrong with learning through trial-and-error, but it might be nice to tell visually.
Last edited by Buzzard
on Wed Apr 19, 2017 12:35 am, edited 1 time in total.