sigma47 wrote:"Hammering last Boss"
The "Throw Hammer" ability seems overpowered at the snake boss. Just standing at entrance and throw your hammer at the destructible platforms solves the fight. Maybe you can make the plattforms only destrucitble by the boss (especially because "Throw Hammer" only costs 1 skillpoint).
I thought that was intentional, but I can see your point. I honestly managed to beat that boss so fast I didn't realise there was a "trick" to be had. It seemed so obvious that tossing the hammer was the solution that I never realised I might not have earned that skill. Yeah, upon reflection, having an option that's THAT much easier than everything else seems off.
I didn't realise this was even intended to be a puzzle, seeing it instead as a jumping challenge. The drawbridge is so light that standing on the platform raises it almost instantly, yet as the platform descends to pull on the ropes, it drops too low to jump on the drawbridge. The best I could figure out is to stack boxes so I could climb to the platform and jump on the drawbridge quickly. Not really sure how it's supposed to be done, but I'm sure there's a better way.
Even easier: Levitate the box up, let it fall back down and it breaks the boards on its own. At least that's how I did it, I think. But, yeah, I thought this was a puzzle to solve, not a place where you needed to press a button to proceed.
sigma47 wrote:"Bubbles Part 2"
If you rappidly jump on and off of bubbles the "wabbling" animation doens't start and it just switches to its static float animation (this happens after jumping off the bubble).
This is something I wanted to comment on, as well. When I first landed on a bubble and attempted to jump off immediately (but failed to make the distance), the bubble did not wobble and instead reacted like a glass ball. It took me a few tries to realise that it was supposed to be a bubble at all, and I still can't tell if it's intended to be a WATER bubble, or if it's an air-filled bubble made of a water film. More importantly, it needs its wobble animation to play every time.
As for a bit of feedback of my own, it was very jarring to realise that the characters now had names, when for the entirety of Trine, they were just "The Wizard," the "The Thief" and "The Knight." Now, granted, in the original Trine, they were your typical D&D party that met up by chance and were forced together by circumstance and were effectively nobodies, so it made sense they'd be nameless, whereas now they're famous heroes who've presumably known each other for some time (despite Trine's epilogue making it seem like they went their separate ways), so I guess giving them names was inevitable, but... It's still a bit jarring. Could there be at least a throwaway line of dialogue that explains how these once-nameless heroes are now house-hold names and songs are sung about them or some such? Because right now the narrative seems like it's trying to pretend they've always had these names, which in turn comes off more like a ret-con than a logical development, even though it really is the latter.
Also, are those the same voice actors? They sound a bit... Off, though that could be just my imagination. In either case, the actors are very good. I just hope they get more material to work with, as in the original Trine, their dialogue was largely inconsequential and mostly non-existent. And that's one of the bigger missed opportunities, I think. When the Wizard explains his theory on the Trine and, noticing his companions' disinterest, exclaims "This is interesting stuff!" ... That's the sort of thing which could really make the characters shine. "Save villagers or crush bones. Don't matter to me none!" I sincerely hope they get more dialogue this time, but I didn't really see much in the Beta so far, which concerns me.
Finally, there are the locations. I inferred that Level 1 was supposed to take place "in the kingdom" and level 2 was supposed to take place "elsewhere," but the only reason I was able to infer this was through character dialogue. Why? Because the "the kingdom" giant pumpkins and floating water bubbles sprawling underground caves and ancient forests. It's visually "weird," so when the characters travel from it to a place that is intended to be weird, it's hard to beat the supposedly "not weird" setting, and we're just left with the Knight and the Wizard marvelling at what looks like the place they left to begin with. Maybe I'm missing something about the plot due to not having the full picture, but having an adventure map like in the original would help greatly in showing me where they were and where they went. I really miss that feature.
Jumping is... Weird in Trine 2, more so than in the original Trine. And I think I know why: Momentum. I know the old Trine wasn't exactly Super Mario Brothers, but it always felt like I had some degree of control over my character's movement while in the air. In Trine 2, characters are subject to momentum to such an extent that there's relatively little control to be had once initial velocity is chosen. This became very evident to me when trying to have the Thief swing on top of a platform she's currently grappling. In the original Trine, I could simply break the line near peak swing and control her jump back towards the platform. Now if I do this, her pendulous swing spits her out in a tangential direction and AWAY from the platform, and so fast that it's impossible to compensate for. I eventually discovered that I could still do this if I simply disconnect the hook AFTER peak swing and just as she's starting to come down, as her little hop will put her above the platform and as she's relatively still while transitioning from upward to downward momentum, there's little interference to throw off my jump. That said, this complicates jumping puzzles since it hampers my controls over my character, and I don't consider this a good thing.
On the flip side, I AM glad that this new-found momentum makes the fat Knight and the clumsy Wizard harder to jump with, as in the original Trine, it seemed like everyone jumped the same height and distance, making the Thief no better at terrain traversing than her companions despite appearing to be very agile. That said, while I'm glad the Wizard and Knight are harder to jump with, I'm not glad that the Thief is harder to jump with, even if she's harder than in Trine by a lesser amount. And I'm still disappointed that the grappling hook "rope" is still a stiff rod that doesn't interact with terrain in any way, too. I'd have loved for her to use it to climb up and down things, not just using it to swing from things.
That's all I have for the moment.