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Joined 1 year ago
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Cake day: June 9th, 2023

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  • I understand. I thought you had a better way of implementing the high jump with different properties, instead of just removing it altogether. To be fair, I’d remove it too and a double jump would probably be my preferred approach!

    I like Mario 64’s triple jump, but I don’t think it’d be a good fit for a colectathon like this. I can’t put to words why I think it’d be different in YL, but I have a feeling that I’d get really annoyed if it asked me to use multi-jumps often to reach specific ledges. I don’t think triple jumps are ever required in Mario games, are they? I doubt YL would ever introduce a move and not flood the levels after that with obstacles that you need to use the move on to progress


  • Thanks for your write up! I never finished the game, it didn’t really pull me in as I expected it to. But on this topic:

    My main gripe is just that they seem to have mapped controls in a retro way for nostalgia reasons and it holds the game back. Rather than triggering the moves organically through context, the left trigger is again used as a face button modifier. Jump with A, high jump with LT+A. Sonar ping with Y, Sonar explosion with LT+Y. They didn’t need to do that but at least the animations are short to trigger so it isn’t too painful.

    How would you have done it? I don’t think I’m against the LT being used in this way. For instance, how would you have implemented a high jump like what they have? Or would you have removed the move entirely?