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Ever since I started playing, this strange behavior of auto-climbing ledges and walls has been slowly getting more and more annoying. At first I was able to tolerate it, but once I got the spider rune and started using BSC's I can't stand this anymore. I have missed timed doors & even died due to auto-grabbing a ledge while trying to hop down more times than I can count. With the spider rune, wallrunning and wall-cling are rather cumbersome in much the same way.

Okay, so what I'm asking for is some sort of rebindable climb button. You can put auto-climb in the options if you want. I'd like to be able to only climb ledges when I'm holding this key, and also affect the spider rune. It would only cling to the wall when the direction towards it and climb are both held, release the cling if you stop holding towards it, and allow sliding down. Only run up the wall if jump is also held when holding climb. Lastly, since letting go from the wall would now release the cling, shooting off of it needs to be changed. I feel just having the player press away from the wall immediately after releasing a cling (small timing window) would do nicely. These proposed control functions are a mix of the controls from Knytt and the original La-Mulana's Grapple Claw.
Post edited January 16, 2018 by Treadlight
I get where you're coming from. Right now the climbing is rather clingy and the Homunculus grabs onto any ledge that offers itself. However, keyboard users already have many keys taken so having auto-climb as an option would be the way to go.

The preferable solution to this would be to make the player character less sensitive to ledges. Reducing the range by a few pixels might do the trick. Another step they could take would be to make some tunnels wider. For me, a classic spot where the Homunculus climbs a ledge where it shouldn't is the entry to the Ossuary. The tunnel goes down, but at regular speed, a forwards moving character will grab the ledge. A roomier tunnel would fix that. Wider tunnels and shafts wouldn't be the answer every time but they might offer some relieve while Motion Twin are working out the kinks.

The advice I can offer right now is: On my way down shafts I mostly ground-stomp - which also helps saving time for the timed doors. Having earned the spider rune only 5 days ago I had my fair share of trouble getting used to it to the point that I was going to ask for an option to disable it as well, but since then it had worn off. It's probably the time we spend with the game before that makes us dread this improvement. We have spend many hours getting adept in Dead Cells* and suddenly "Hey, we just changed the way you move. Hope you're cool with that."
All I can say is: It will get better. The current ledge grabbing mechanic should absolutely be improved, but you will also learn to handle the spider rune movement. Dead Cells is not an easy game, so flaws like these become apparent quicker.


* I particularly have spend many, many, many hours...
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HeartsAndRainbows: I get where you're coming from. Right now the climbing is rather clingy and the Homunculus grabs onto any ledge that offers itself. However, keyboard users already have many keys taken so having auto-climb as an option would be the way to go.

The preferable solution to this would be to make the player character less sensitive to ledges. Reducing the range by a few pixels might do the trick. Another step they could take would be to make some tunnels wider. For me, a classic spot where the Homunculus climbs a ledge where it shouldn't is the entry to the Ossuary. The tunnel goes down, but at regular speed, a forwards moving character will grab the ledge. A roomier tunnel would fix that. Wider tunnels and shafts wouldn't be the answer every time but they might offer some relieve while Motion Twin are working out the kinks.

The advice I can offer right now is: On my way down shafts I mostly ground-stomp - which also helps saving time for the timed doors. Having earned the spider rune only 5 days ago I had my fair share of trouble getting used to it to the point that I was going to ask for an option to disable it as well, but since then it had worn off. It's probably the time we spend with the game before that makes us dread this improvement. We have spend many hours getting adept in Dead Cells* and suddenly "Hey, we just changed the way you move. Hope you're cool with that."
All I can say is: It will get better. The current ledge grabbing mechanic should absolutely be improved, but you will also learn to handle the spider rune movement. Dead Cells is not an easy game, so flaws like these become apparent quicker.

* I particularly have spend many, many, many hours...
Oh, I'm well aware of all of this. In fact, due to the way the game actually handles keybinds rather well, I will almost certainly just bind climb to up. It even took me a bit to realize that holding up wasn't affecting my grabbing of ledges. This is something I do feel quite strongly about, especially because of how much I play games with insanely precise platforming (e.g. Wings of Vi, original La-Mulana, lots of stuff by Matt Thorson (and soon Celeste), Towerclimb in particular relevance to this topic), and not being able to control such a vital aspect of it is insane to me. Of course I can wallrun effectively, I even picked up how to run up a single wall repeatedly pretty quickly, I just don't always want to wallrun. It's worth mentioning that unlocking the spider rune was an instantaneous experience of
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HeartsAndRainbows: We have spend many hours getting adept in Dead Cells* and suddenly "Hey, we just changed the way you move. Hope you're cool with that."
(Although, I am very used to that experience.) Please don't assume I'm somehow inexperienced to make this post, quite the contrary. I also play all of those games I listed before with keyboard controls exclusively, and Towerclimb especially has so many more keys than this that need to be dynamically held and released at once.
I know the default keyboard controls for this game are kind of...unusual, and a lot of people have gotten used to them as they are. For perspective, I have attached a to-scale diagram of my keyboard with what my controls are at the time of this post.
Attachments:
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Treadlight: [...] Please don't assume I'm somehow inexperienced to make this post, quite the contrary. [...]
Rest assured: I wasn't. I just wanted to add my view on the issue, share my personal experience with the changing controls and maybe motivate you - which I botched apparently...
As I pointed out: I myself am average at best when it comes to playing Dead Cells. Having played no platform based games from the past decade other than Dead Cells and Terraria, I might just be behind the times and taken this game's setup for granted. If I had played the same games you have I might miss the climb button as much as you do. That not being the case it might have been easier for me to cope than the average gamer. Who knows...