I've played this to death now and noticed a few things, hope this helps: Keep a slow pace! The platform 'spawns' are calculated based on your speed - meaning there will never be a platform that is unreachable at your current speed. Obviously if you hit a crate after the platform has spawned there's a chance you won't have the pace to make it but by keeping a low pace all the time you reduce that risk significantly. Crates near the start of a building give you a good chance to build speed back up before the next jump anyway, so hit them when possible - just avoid double crates. Don't jump further than you need to! If you aim to land on the first few centimetres of each platform you make windows and falling grinders much less of a problem. Grinders seem to fall exactly in the middle of their platforms, so by landing early you have a better chance of getting over them and back to solid ground in time for your next jump. <3 Canabal
If you don't get the point of the story, the entire storyline is the visit from the Psychologist. The "challenges" are pictures and objects shown to him by the Psychologist which he has to explain what it feels like and means. He's explaining to the Psychologist that it's like how his life used to be except that he's doing it all by himself instead of with Kathryn. He then goes on to explain about what happened with Kathryn, but it's unsure of how she died, probably with a challenge they did together. The green box at the end of every challenge signifies the box that he had to find to put her into. The flowers that you spawn at/checkpoint are the 2 flowers he put next to her grave. Personally, I think she died a normal death, and he just put her in the box and buried her because he couldn't handle her death. But that's just me.
Great game. Being underwater and allowing you to swim freely through the map took a lot of the usual pains out of metroidvania games (all the platforming required to go back to certain areas). Fun, lots of good innovations, and for those of you getting lost, the flashing square on the mini map will tell you where to go. 5/5.Ooh, well done. I was curious how I was going to know when one of the powerups was about to run out. Making a ring of powerup icons that surround the player then slowly wink out as the time runs down is a fantastic idea.
The main character acts more like a werewolf than the werewolves do... He crouches and lunges at them, then rips them apart with his bare hands. The "Werewolves" open their chest and fire projectiles. I think "werewolves" are soldiers sent to stop the real werewolves, and the character and his buddy are the real werewolves. We see the game through the main character's mind
So why does the gear you can acquire from beating a level on the highest difficulty seem to be good for like 10 levels below what you need to beat it? Like the prize is a lvl 6 rare weapon that no one will ever use when they are big enough to get it???
i am crying crying i say and i feel sorry in the end win you give up sorry i say sorry!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!