Let me describe 2 specific instances in zone one where I feel a mechanic did not fit with normal mode.
At the geysers, if you are jumping off one as it disappears, it will knock you back mid air. For a long time, I thought it was the flying fish that I just couldn’t see, but after 20 or so tries, I figures out what the real issue was. Even after that getting the timing right felt really random. Something this unituitive i only expected to find in tribulation mode. If you could make it so the only time you get knocked back was when you hit the “groundlevel” water, not mid air as the geyser disappears, I believe that would eliviate most of the frustration with this part of zone one.
Second, the flowers. Specifically the one right before the final boss. I only died twice to the boss himself, both of those were simply learning that I couldn’t single dodge through his lazers – fair enough. I died at least 10 times to the flowers – jumping very consistanly, but being thrown too far or too short. I remember there was some to-do when this mechanic was introduced in the aetherblade jumping puzzle, and I was surprised to see it here. It’s an interesting idea, but any amount of lag makes it unbelievably frustrating. I don’t know if it will ever work well in this game engine.
Overall I enjoyed zone one, but those two aspects specifically really colored the experience for me.
Those are both getting changed soon. Thanks for the specific and calm feedback.