I only hold a few complaints about SABW2
1. Health Potion Upgrade
2. Zone 3 Length
3. The Torch!
4. Expectations vs Payoff
1. This is my biggest complaint about all of SAB, the Health Potion Upgrade is the biggest downgrade in the game! It costs 300 to obtain, and heals 2 hearts instead of 1. So you’d imagine it’d be a good upgrade healing two hearts with each potion drink. The downside being, it increases the cost of your potion buying by 5 times. It is a horrendous downgrade, effectively the cost means you could have bought 5 small potions. That is 5 hearts compared to 2. Sure you can carry more of them, but the cost should be more in line with the advantage given. Ideally I’d like to see it be 1 to 1, so, cost 10 for 2 hearts of health. But if you’d like to charge for the convenience of more overall potential health, I’d like to see it only be 15. 15 is more reasonable, and allows a “convenience fee” without feeling like highway robbery.
2. Zone 3 Length. The only thing I can really say here is that I feel that Zone 3 is too long. It feels like it should be two zones instead of just 1. That being said, I’m not sure where to break it up, and I very much enjoy the “secondary checkpoints” that were added. I’d like to see more of those.
3. The Torch. I’m fine with having an item be mandatory to progress, it’s just like keys in old school games, or any number of extra items you pick up in a Zelda game to only use in that one area. However, the cost of the item is the kicker. 400 baubles is a lot of baubles, and you it may be true that you can get them by going through World 1 and then World 2, but you’re probably spending them along the way. Furthermore, I’d say it is likely that people would arrive at Zone 3 with somewhere around or near 200. A little under half full for a “Medium” wallet, or close to full with a “Small” wallet. I believe 200 would be a better price point for an item that you must have. There are nearly 50 baubles before the torch. Which gives even more leeway for the price point of 200. If you have 150, which is very likely (at least in my opinion), you will be able to kill the raccoon, the hillbillies, and get the extra baubles that will get you to that point. It also encourages players to explore to find the baubles they need instead of quitting and farming World 1.
4. Expectations vs Payoff. This is a rather catchall topic, but it includes the areas in Zone 1, like when traveling to the shop that contains the whistle and log song, that seem like it is perfectly acceptable to jump onto, only to find that there is no way back and you must die to continue. There are lots of little areas that seem like they should be a secret or a place that you “might want to check out” only to find that they are death traps. I don’t think this was intentional, just a side effect of the way secrets were placed, and thereby we learned to look for them in World 1, (I.E. the shop under the world in 1-2). Also about the poison arrow traps, I really like them. However, instead of the first one you run into being a mandatory death, I’d like to see you go with something like in world 1 where the shop keep dies from the poison water. That example teaches that, “this is bad, avoid,” and a lesson like that for an insta death trap would be appreciated. Finally the “gong house” , I think this was brilliant, as long as you go slow, you’ll be fine, but then you get to the gong and it becomes a scramble to get back down and remember the traps along the way. The only problem I have with this is I think that the “do it again, stupid” level is too high. I’d like to see a check point at the gong, so that now that you have shown you can get up here, show you can get down, without having to repeat the same thing over and over, it has too much “do it again, stupid,” when you have to go back up for the 15th time. That all being said, it’s great that you have the push block waypoint, someone that is good at the gong run can get the rest of the group there, I just kind of want to see a checkpoint at the gong to encourage running the gong, with a possible checkpoint like in Zone 3 where a person that made the gong run can open the wall and let people into the next area.