Why did it failed?
Why did it failed?
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Tried to be like Tooie when people wanted Kazooie
Maps weren't dense enough with content, tons of big pointless empty space. The platforming also felt kind of shitty and unfun, not sure exactly why. The movement mechanics just felt bad. It didn't click with me like Mario 64 or Hat in Time or Banjo-Kazooie etc
It felt like it was aping Banjo-Kazooie/Tooie way too hard. Which was obviously the point, but it was more of a knockoff than a spiritual-successor.
Casuals who can't play games without objective markers AND can't play games that have separate controls for character movements & camera controls.
this 100%
Karma for removing JonTron
This.
is this the incipit for a Downward Thrust video
Honestly, I kickstarted this game in the hope that should it succeed, it'd get the attention of Activision and they'd give me a Spyro remake - Spyro to this day remains my favorite collectathon platformer of them all.
The game though... oh god. There was some good stuff there, some neat ideas and clearly a lot of inspiration. Things were alright until I hit the first actual level. God, what a barren, unfinished feeling disaster of a map. It feels like they laid out a big flat square, scattered some shit around for you to do in it and then desperately tried to make it varied and interesting later. It looked, felt and played like a poorly constructed fan level. It also leaned far too hard on the nostalgia for Banjo Kazooie and in crucial places refused to comply to modern standards, instead just copying what worked 20 years ago. The whole experience felt antiquated and poorly made and it just wasn't what I hoped it would be.
I got my moneys worth though. Activision took notice and gave me Spyro. Money well spent, even if Yooka Laylee was kind of trash.