I love this game and hate it at the same time since when I got an S-rank on mascot mayhem IT RESTARTED THE WHOLE FU€#ING GAME I NOW HAVE TO RESTART AND PLAY IT ALL OVER AGAIN
@@thibbsentertainmentso far I’ve beaten ch1-3 in about 4 hours considering I was just contemplating what I was doing with my life but anyway thanks for the tutorial very helpful!!
Literally anything zone 1 and 2 had that three doesn't would significally improve it. Adding clones would be the easy way out, but I feel like this zone just needs to be constructed differently entirely. Apart from BB zone 1 and DD zone 1, this zone is the smallest zone in the game, if you subtract anything that happens before you interact with the door in the crusher room, because let's be honest, there isn't much to it before you initiate the first chase (And if you get knocked off by the clones on the claws zooming by I'm sorry but your simply beyond stupid). Here's what I would do: - Make the zone bigger (literally everyone says that, right now you can clear it out with about 4 maxed TKs and that's it) - Make the map more convoluted. It's way too clear and there are practically no dangerous spots apart from a few Hangry walls - More Hangry walls. Maybe not as overkill as in zone 2, but it's way too easy to stay clear of Hangry - Add more cameras. You know, and put them in a spot where they can ACTUALLY see you if you mess up your timing - Give each member of the JJG at least one clone. Even though this zone is SMOL, there's barely any action. Happened to me that I went through the entire zone without a single encounter (apart from the obligatory Hangry encounter by the secret. - Add traps. For the love of god, why does the logically most dangerous area not have any traps??? Zone 1 had Lucky's bombs, zone 2 had spike traps, but zone 3 has NOTHING apart from cameras which are, again, way too easy to avoid. Idk, add some steam pipes or sum shi that blind you, or straight up kill you à la Monstrum. ANYTHING, PLEASE!
@@Mixocoree That is true, but the reason for this is because the gameplay is significantly different. Since you have to be somewhat stealthy and barely have any space to move, it wouldn't make much sense to make it much bigger. This also goes with the Trigger Teddies AI, who, from my knowledge, are the only enemies that do not wander in your general direction while in their searching state, at instead move entirely at random. I think they did the right call with that one
8:05 Lucky didn't get mad when you put the indicator in a part that, well, I can't mention, maybe you can take advantage of that 😏😏😏😏😏
Lucky being sus lately 😳😳😳
@@thibbsentertainment of course maybe you can you this with malak maybe he will leave you alone, its a *NEGOTIATION* 😏
Ah yes, business is business 😊😏🤣
@@thibbsentertainment there are a lot of typrs of bussiness maybe malak will like this one who knows maybe mama bear like it too
@@thibbsentertainmentif you see the last scene of zone 2 afther The shock explosion joy joy gang stay much bigger
Got an S rank on this level too! And ive got every S rank on each level.
Waltuh!
I love this game and hate it at the same time since when I got an S-rank on mascot mayhem IT RESTARTED THE WHOLE FU€#ING GAME I NOW HAVE TO RESTART AND PLAY IT ALL OVER AGAIN
That's rough buddy. Hang in there, I'm sure you'll get it eventually ;)
@@thibbsentertainmentso far I’ve beaten ch1-3 in about 4 hours considering I was just contemplating what I was doing with my life but anyway thanks for the tutorial very helpful!!
I really hope they buff zone 3 in some way, its sad how easy it is. My idea was to add penny clones
Literally anything zone 1 and 2 had that three doesn't would significally improve it. Adding clones would be the easy way out, but I feel like this zone just needs to be constructed differently entirely. Apart from BB zone 1 and DD zone 1, this zone is the smallest zone in the game, if you subtract anything that happens before you interact with the door in the crusher room, because let's be honest, there isn't much to it before you initiate the first chase (And if you get knocked off by the clones on the claws zooming by I'm sorry but your simply beyond stupid). Here's what I would do:
- Make the zone bigger (literally everyone says that, right now you can clear it out with about 4 maxed TKs and that's it)
- Make the map more convoluted. It's way too clear and there are practically no dangerous spots apart from a few Hangry walls
- More Hangry walls. Maybe not as overkill as in zone 2, but it's way too easy to stay clear of Hangry
- Add more cameras. You know, and put them in a spot where they can ACTUALLY see you if you mess up your timing
- Give each member of the JJG at least one clone. Even though this zone is SMOL, there's barely any action. Happened to me that I went through the entire zone without a single encounter (apart from the obligatory Hangry encounter by the secret.
- Add traps. For the love of god, why does the logically most dangerous area not have any traps??? Zone 1 had Lucky's bombs, zone 2 had spike traps, but zone 3 has NOTHING apart from cameras which are, again, way too easy to avoid. Idk, add some steam pipes or sum shi that blind you, or straight up kill you à la Monstrum. ANYTHING, PLEASE!
The reason i said to add penny clones is both lucky and hangry had clones, so it seemed fair to give penny some.
@@thibbsentertainment
@@thibbsentertainmentBB zone 1 is definitely the smallest zone, also you only need to collect like 18 shards?
@@Mixocoree That is true, but the reason for this is because the gameplay is significantly different. Since you have to be somewhat stealthy and barely have any space to move, it wouldn't make much sense to make it much bigger. This also goes with the Trigger Teddies AI, who, from my knowledge, are the only enemies that do not wander in your general direction while in their searching state, at instead move entirely at random. I think they did the right call with that one
@@thibbsentertainment true actually, the only change about the teddie’s ai is when they see you, then they chase