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YMMV / NaissanceE

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  • Alternative Character Interpretation: Is the architecture truly malevolent, or is it acting in self-defense? The benign creatures that Lucy finds assist her in her travels up until she comes across the photophobic, sentient cubes. Though she initially helps one of them, she (unintentionally) murders two others by having a light chase them off a ledge; and she traps two more in front of a light source in order to uncover the path ahead. After this point, these friendly creatures disappear entirely from the game world, and the architecture seems invested on harming Lucy in return.
  • Broken Base: Some players were upset to find that the game had platforming sections to it. While some complained about the clunky jump in the game, others were vocally upset that they couldn't just explore a Beautiful Void and instead had to platform around a tonally different and malevolent part of said void.
  • Obvious Beta:
    • Fiddly response from the game sometimes make the game harder then it should be. The sparse checkpoints made it worse until the developer saw his game's Steam forum beginning to expel jets of steam, making a prompt patch that added more checkpoints.
    • The game's mechanics also require a constant 60FPS frame rate in order to jump as intended. This is a requirement to actually complete the final stage of the game, as acknowledged by the director.
    • There are times around areas with lots of doors, that the room(s) beyond the door(s) will blink out for a split second when spinning the camera. This would indicate to a savvy and sharp player that the doorframe is really a portal to a distant room and is made to look like the rooms connect properly, but the game just blinks regardless of whether or not that mechanic is actually in use.
  • That One Level: The end of "Breath Compression" was one, until some (invisible) checkpoints were added so that players didn't have to begin from the start of the final section each time.

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