So I feel like it goes without saying, India B introduces little platformer bottlenecks like that tree and vine system to prepare you more specific, niche routes. Bentley and Murray will be able to traverse the levels more easily as you purchase their abilities (Murrays' jump, or Bentleys' jetpack). The water bug mission is a great and really telling dichotomy since you could follow those pools of checkpoints like it's the intended route. If you jumped past the final pool and head straight for the door, kiss yourself - you just found the whole point. Once you discover you don't have to visit every pool, you'll revisit that mission realizing you may not need to visit any pool with enough familiarity with the levels' anatomy. You could use the system of vines directly above the waterbugs' starting area and walk it across the map, and basically skip over half the journey there just by knowing what you're doing. That last pool, hidden by a tree so that it's not condusive to understanding immediately, imparts to the player that more familiar players have the luxury of not having to stop at every checkpoint. I'm not condescending by explaining this stuff to you, I just find it bizarre that you're complaining about the very thing that makes this level fun here, and impresses that you maybe don't understand why it works so well. If it's not your type of game, that's fine.
So I feel like it goes without saying, India B introduces little platformer bottlenecks like that tree and vine system to prepare you more specific, niche routes. Bentley and Murray will be able to traverse the levels more easily as you purchase their abilities (Murrays' jump, or Bentleys' jetpack). The water bug mission is a great and really telling dichotomy since you could follow those pools of checkpoints like it's the intended route. If you jumped past the final pool and head straight for the door, kiss yourself - you just found the whole point. Once you discover you don't have to visit every pool, you'll revisit that mission realizing you may not need to visit any pool with enough familiarity with the levels' anatomy. You could use the system of vines directly above the waterbugs' starting area and walk it across the map, and basically skip over half the journey there just by knowing what you're doing. That last pool, hidden by a tree so that it's not condusive to understanding immediately, imparts to the player that more familiar players have the luxury of not having to stop at every checkpoint.
I'm not condescending by explaining this stuff to you, I just find it bizarre that you're complaining about the very thing that makes this level fun here, and impresses that you maybe don't understand why it works so well. If it's not your type of game, that's fine.
chat's coping