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danbruno

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Registered: 07/14/08
Posts: 155
Reply with quote #1 
When you've finished this part of the game, post your thoughts in this thread. (Note that you may not play the sections in the order that they're numbered here.)
Karkacabra

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Registered: 10/24/08
Posts: 29
Reply with quote #2 
I'm really starting to enjoy this game, such that I 'accidentally' sped through Scrabania yesterday / today's early morning.

In some ways I can see Scrabania being called harder than Paramonia, but I had a lot more trouble getting through Paramonia. It might be that the Paramites sliding down along threads from the top of the screen in ambush freaked me out too much, or maybe I've just improved that much since the start of Paramonia.

Visually, Scrabania is less interesting, but I love the personality of the Scrabs so much, the way they have to lean their bodies back to lower their heads, or the happy dance they do after they kill something.

It's a shame that there's no easy way to play the game in windowed mode, as I'm playing on a widescreen laptop, so the screen gets stretched horizontally. It's such a pretty game.
StolenName

Registered: 08/26/08
Posts: 34
Reply with quote #3 
I love the differences in both the species. The Paramites are social beings but then the Scrabs are highly territorial and vicious. And I love that each of the temples reflects these differences.


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davidcarlton

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Registered: 07/15/08
Posts: 548
Reply with quote #4 
I thought this was easier / less frustrating than Paramonia, too. The very first puzzle annoyed me, but after that it was surprisingly smooth sailing.

One bit that was a little less smooth than others: the capstone temple section. In general, I was surprised at how easy and short that section was (certainly more so than the corresponding section for Paramonia), but there was this one place where you have to duck down really quickly while being chased. And I just couldn't do it, and I was pretty annoyed, because it was right near the end of the section, so replaying after dying took long enough to be annoying.

In retrospect, what was going on was that there are several different control mechanisms for ducking (walking into the gap, pressing down, pressing X), they have different performance characteristics, and I was picking the wrong one. Which is kind of annoying - if I'm telling the game I want to duck, why should it matter how I do it? Honestly, I'd prefer if pressing down didn't cause you to duck: it's gotten into my fingers, which occasionally causes me problems if I want to duck when I'm also standing on a ledge. Whereas if they hadn't provided that control at all, my fingers would have learned just as easily to press X for that purpose. In this case, once I started pressing X instead of trying to let up on the run button at just the right time, that bit of the puzzle was a breeze.

The end is in sight!
zackman

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Registered: 10/21/08
Posts: 43
Reply with quote #5 
Quote:
there are several different control mechanisms for ducking (walking into the gap, pressing down, pressing X), they have different performance characteristics, and I was picking the wrong one.


I got stuck here too. Since I had never used X to duck, I had never done a running roll before. The only way I guessed that I was missing something was experience with getting stuck in the rest of the game. These missing tutorials, plus the irregular placement of other tutorials, makes me wonder if anybody besides the developers, any non-experts at all, playtested the game.
sharc

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Registered: 10/24/08
Posts: 81
Reply with quote #6 
wait, so you can drop into a roll while running? pressing run while you're rolling around seamlessly stands you up to run, but i couldn't seem to do it the other way around. i also got stuck on that narrow gap for the better part of twenty minutes or so; mercifully the scrab blitz is much shorter than paramonia's gauntlet. can anyone figure out why they even bother letting you scout ahead, by the way? because the only things that really killed me in the end sections of either stage are all the dumb "gotcha" moments where a critter suddenly drops in with no way to predict or anticipate it, so looking ahead didn't really save me any trouble.

it may just be hindsight talking, but i felt paramonia and scrabania were on equal terms difficulty-wise, and the only reason i found scrabania easier was by virtue of doing it second.

fun fact: the puzzle room where you drop down from a ledge with an aerial mine onto a screen with one slig in the foreground and one in the background completely stumped me. i couldn't figure out any way to get past both of them. however! the one in the foreground will respond with a "hi!' if you use abe's greeting when he's in earshot. what's more, when he's close enough to respond he's also dangerously close to a pit, and if you interrupt his patrol with your greeting at just the right moment, for whatever reason he just keeps walking right off the ledge and falls to his death. i have no idea what the real solution to this one is. aw yeah qa experience is not going to waste.
zackman

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Registered: 10/21/08
Posts: 43
Reply with quote #7 
Quote:
wait, so you can drop into a roll while running?


Yes, this marks the point where I started checking a walkthrough.

The fg/bg slig puzzle got me for a while, too. I finally figured out that the bg slig could only see you when he was facing you. So you wait until he's walking away from you, sneak out and pull the lever to squish the fg slig. Later you make a run for it when he's walking away from you.

fun fact: if you run to the right as soon as you respawn at the beginning of this area, you'll fall two screens and catch a ledge. I found this out from restarting way too many times.
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