Is there going to be a physical release for the game, that hopefully is not done by Limited Run Games. I've heard too many bad things about their shipping issues to want it from them.
@@IncognitoActivado That's standard for some game releases who want to make buzz? Please learn how videogames are made and marketed before screaming "WOKE" to everything with a black character.
It's too bad nobody ever recorded themselves playing the demo at Indie Arena Booth on RU-vid or any other platform. I couldn't even go to IAB because I didn't even have the time or money to travel to another country to play this game. I really wanted to know if the demo represented the final version of the game, heck, I even wanted to know how the trophy girls looked like in-game, and now I don't... guess I'll have to wait for the full release weeks from now to see what it looks like. 😔
9:18 Oof, my college professor for 3D environment modeling would have a fit seeing that “before” picture. I almost did a spit take despite being more of a programmer than a modeler. The topology looks much nicer in the “after” picture, and I’m so glad you’re fixing these up.
I am just hoping and praying that all this work is actually being done for Yooka 2 and Replayee is actually a side project that someone decided was good enough to be saleable.
I'm not mad but I would rather see something like yooka-twoie then remake of the game I already 100% but make it on PS4/PS5 I will buy it for trophy :D
- I hope enemies will be fun to fight and worth fighting. - Kartos courses would be better if the cannonball follows the tracks, and the diamond requirements are lowered on the later stages. - Rextro games should have dedicated controls (For example, game 5 uses flappy flight now, and could instead be Yooka and Laylee riding a spaceship) - Quills should lead the way, not be hidden. - Make cracked glass breakable with sonar splosion, so the "don't use near glass" makes sense - Rolling move should not cost energy, and should be easier to control. - Flappy flight needs to be easier to control - Add teleport pads or similar to get around
I'm so excited for this remake. I loved the original but knew there was room for improvement and now my dreams have come true! Thanks guys for taking another look at the game cant wait to play it.
I always felt the casino level had the best integration of the "expanding worlds" system, a big central room branching out into new challenges in every direction when expanded but still keeping the original landmarks so you wouldn't get lost. The swamp and space levels just felt incomplete when unexpanded, as in "just kinda ends halfway through a setpiece" incomplete. Will there be some new system in place to force players to do some stuff in the world before it can be expanded, so everyone gets to see both versions?
Thank you so much for the insights, I’m really looking forward to Re-Playlee! I have so many questions for upcoming Q&As, maybe you'll touch on some of them: Game Design In the original, many criticized that the worlds were too large and confusing. The expansion of the worlds was also criticized. - Will the size of the worlds remain unchanged? - Will the levels be equipped with better landmarks for orientation? For example, in Banjo-Kazooie, there were distinctive features like Clanker in Clanker's Cavern or the large snowman. The worlds in Yooka-Laylee had hardly any stand-out highlights. - Will the level design (paths, platforms, etc.) be altered, and if so, how deep will these changes go? - Will the expansion of the worlds still exist, or have you changed that? - Will there be new worlds? Technology: - Which version of Unity are you using exactly, and are you using URP or HDRP? In the Worlds: - In the original, you often had to talk to characters for a long time, which slowed down the flow of the game. Also, I found most of the character noises (unlike in Banjo-Kazooie) annoying. What adjustments have you made here? - I noticed that feathers are counted in the top right corner when you collect the new coins. Will the coins replace the feathers? - In the original, you had to buy new abilities with feathers. I found that rather annoying, as you had to listen to a lot of text. In Banjo-Kazooie, you get abilities in places where they are also needed, and you don't have to go into a menu for it. Have you changed anything here? - You mentioned in the last Q&A that you’re adjusting the challenges. Will they also be shorter? In the original, I sometimes felt like you had to do a lot to get a Pagie, which diminished the reward effect. - In the original, there is no pause with animation when collecting a Pagie. I feel this reduces the sense of reward. In contrast, in Mario Odyssey, there’s a very short fanfare each time, which highlights the reward but doesn’t break the flow of the game. - Will the transformations be adjusted? Some of them I found rather boring. - Will there still be a stamina bar? I think a game like this doesn't need one. - The flying was too powerful for my taste. Is it still in the game? - Will there any changes to the kartos challenges? I really didn't like the diamond requirements and the controls were imprecise.
Show me a good minute of gameplay. I feel like the short 4-5 sec of gameplay portray a wrong picture of how it looks. There are areas that look REALLY good. But you kinda made it look bad. Who ever is responsible for recording footage is doing a very bad job in my opinion.
@@svenmandelkorn3238 This is generally a symptom of showing a game while in development. We’ll have lots more gameplay as development progresses! We can only show what we’ve got so far to give you a taste of the progress we’re making but as the game gets more polish and optimisation you’ll see it improve more and more.
@@PlaytonicGamesltd ok thanks and I understand. But I still think that there were REALLY GOOD looking areas that you didn't showcase. Right at the beginning of world 1 when you role up. There were really good looking shadows, lighting, grass etc. too bad you or who ever recorded it didn't showcase it. Or I might be wrong for all I know.
@@rillaroo604 Yooka's base speed is about the same or slightly slower than BK's Talon Trot. Banjo needed the Talon Trot on all the time to compensate for how abysmally slow his base run speed is. If anything, that was a bad design decision on BK's (and especially BT's) part, since it practically forces you to use a special ability all the time by default in order to get anywhere. Yooka doesn't need a permanent speed increase move because his base run speed is perfectly serviceable, leaving room for a "faster speed but with tradeoffs" move to complement it.
Looking fantastic. The only critique I have so far is that I wish the particle effects for running (like the white dusk puff per step) would be toned down a bit, like maybe more transparency or smaller or both would be nice. I noticed how extremely bright and large it was on one surface that isn't even that white if I remembered right.
@@SpaceOmega-zz6vs Thanks for the feedback! Worth bearing in mind that all of this gameplay is still early and some things may very likely shift or change while the game is still in development!