I don't mind the Super Jump getting nerfed, as long as it doesn't hurt any enjoyment of the game, enhances the design, and prevents game breaking, so the game doesn't unintentionally become easier. If you need to travel up vertical distances, well, that's what running on the walls is for. On the other hand, I'm loving the new background graphics, ghost puzzles, and BOY, is it EVER going to be so much fun to just gun down enemies in quick succession and rack up combos! And always remember: *CHEF NEVER DIES*
Interesting to look back at this and see how he managed to figure out how to make levels work with the super jump after all (albeit with a different nerf: not being able to use it in midair). And then there's the b-up punch now, which serves a similar purpose to the mini super jump from this video.
Yeah... It's a change I *REALLY* don't like... Much earlier in development, the combat system with Peppino slapping enemies felt way too long and the ability to run up walls was practically nonexistent (you'd only run about 2 steps up the wall, then plummet back down). Both issues were later improved significantly by simplifying the combat down to just grabs and dashing, and implementing the ability to run all the way up walls. This feels like the opposite: a downgrade that feels unnecessary, and I can't help but imagine it will backfire and cause level design to be _more_ difficult- but of course, I'm no game designer...
@@isaiahmiranda7609 I think you nailed the reason I dislike this, this feels like a contrivance in order to streamline level design, instead of working around it. It limits the player so that they don't abuse the level design, when clever changes could be made to stop that in the first place. Again, I'm also not a level designer and these are purely guesses, but if it actively harmed development and bored PTG, then it's fair. I just hope something akin to a cheat code / switch is added so that the superjump can be enabled as a modifier. Like Shovel Knight does the special runs.
@@luhsvideodump1300 I pretty much agree with everything you're saying, but to add to it; the ability for the player to use different abilities in different methods when going through a stage to complete it sounds like it would add a TON of replayability, so perhaps "abuse" maybe isn't what the outcome would be (maybe more _manipulation?_ ) in the same way people play through, replay through, and speedrun a game like Super Mario Odyssey using all of the abilities in game at their disposal... Additionally, the level design for vertical segments (where super jumps and wall runs would shine) could simply be worked around using EITHER the ability to run up walls _or_ the super jump, with anything else being for tight, careful platforming without sprinting, or moving with a certain form, like fiery, ball, or knight Peppino. Lastly, I don't want PTG to hindered significantly or become extremely bored from the development, but- and say what you will... I just _don't_ see how it could harm development in such a way that it would lead to it being nerfed... My long ass rant aside, I hope everything works out in the end and the game becomes the best it can be, that's all I want and I just get concerned over these big changes.
I actually think it’s a great change. Mainly since it will allow PTG to create levels easier and not have to worry about people abusing the practically infinite jumps you can do with the super jump. And he also compensated for the change by having it go higher the more enemies are in your path while going up and for destroyable blocks.
Can I make a suggestion? I think the height of the super jump should depend on either how fast you're going or how long you charge it up for. At max, I'd say triple, or at least double, the height of it currently.
I REALLY don't like the change to the super jump. It's been the same since the beginning and now it's unfortunately become effectively useless- not to mention the change feeling completely unnecessary...
Huh, it actually goes a little higher than I thought. The Super Jump, I mean. And with respawning enemies on certain locations... It could give some cool chain reactions!
I don't mind the idea of having a cap on how high the Super Jump goes, I think the main problem is that it ends way too early. Maybe increase how long it lasts or maybe scale with how much speed you have? Just throwing ideas.
One simple question How the development is going Is the game going to be released in maximum 2 years? (I dont force you to work to the game , you have life too , and take your time) And I realized that You cant rush art
@@kaytea42 Oh, I see. All things considered PT will probably be a digital exclusive (at least for most of it's life), and even then there will most likely be a vaccine for Corona by April.
Personally, I enjoy the unnerfed super jump because it makes me feel like I have to time things right and it make me feel that I'm going as fast as possible. I like speedrunning the game and I feel that the nerd could affect the speed of the game a little, but not much.
@@isaiahmiranda7609 i mean in the last part of the video you can see that max points coming from combos are: 10, 20, 30 and 40 focus on the Kentucky Kenny's in that part and you will notice it
So... Have it available to where it's usable at any time- like how it is after it's nerf (which I don't really like), but at maximum speed it works like the older version and goes an infinite distance? That sounds like a good compromise to how it is now after being nerfed.
@@SonicDash-zi8bf What do you mean, exactly...? I mean, what if there were a place in which you couldn't wallrun (there's no walls and it's directly floor-to/through-ceiling) and could only access by super jumping? Then you could gain enough speed to do a maximum jump while still having the nerfed super jump. I don't think it should have been changed to begin with but that seems like a relatively _okay_ compromise
@@isaiahmiranda7609 It would make sense, as Pizza Tower Guy said it was like a "drill" and would keep going up each time it plowed through a breakable block.
@@SonicDash-zi8bf I learned that after I commented, but that still isn't a good change. That new property of the super jump just makes the move incredibly situational and, otherwise, effectively useless. Not to mention that it feels like it will only make designing levels _more_ difficult for having to base segments around it...
It's a bit disappointing that the ghost mechanics have changed drastically in the final version. Not that they're inherently bad in the shipped game, it's just the mechanics in this early state could lead to a lot of creative level design.
So um will Noisette be the replacement for The Noise in Noise boss battles for when you play as The Noise? Also maybe you can configure which superjump you want in the options? Just throwing out some ideas.
I say it shouldn't have been nerfed to begin with... If you wanted to comprise though, you could have also made it to where it's nerfed, but at maximum speed it works like it did pre-nerf.
Super jump getting nerfed was kind of a bad decision since levels like The Ancient Cheese with that giant thing where you need to super jump in order to progress. Also wall-climbing is still OP so nerfing the super jump would mean that wall climbing should be nerfed too to the old version before the June Patreon Demo (I think that's when Peppino got the move)
Isaiah Miranda yeah but walls can curve over, limiting how high you can go, with the superjump with enough speed, you could just completely bypass certain parts of a level, completely stripping the fun challenge of its purpose
Hey pizza tower guy, what's with all those subtitles you keep putting at the bottom of each room like "seconds to live" or "Italian stand off"? Are those just like code words so you know what each room is supposed to have?
Seems that nerfing the super jump, probably was not the best idea. I know it's a bit painful to work around, but no one said game design was easy or painless. Remember: The end goal is to make sure it's fun to play, and in the words of Reggie "If it's not fun, why bother?"
Christian J was removed because it would ruin combos if you went to another room and if enemies were still in the air, they wouldn’t die and give points
@@AkumuVids makes it easier to design challenges so you dont cheese it, example, Dragon Lair, you can easily run through the pit of electric outlets with ladders by carefully timing the super jumps and cancelling it, so with the new nerf you have to maneuver through with the ladders which adds challenge. yeah i wish it wasnt nerfed but if it helps PTG design levels more easier then so be it, maybe it can be added back if PTG adds a speedrun mode?
@ Actually this aint' pixel art at all. They are full blown lively hand drawn animations and drawings with the freedom of cartoons. If this is pixel art, so is basically any image in the digital era.
@ Again, it's not pixelart just because it's made out of pixels and has it's frames arranged in sprite formation. Would you call Wario Land Shake's drawings pixelart? While the boundaries are blurry, pixel art means you animate with very low resolutions, working with subpixel movement, to name one technique. These are drawings at unusually low resolution, but are way too big to be considered pixelart. Sprites/pixel art don't make use of Ren & Stimpy levels of squash and stretch, mainly because the limitation of the resolution makes it imposible for this liberal amount of comical deformation to convey movement.
@@_.-. no you can do this with pixel art, it's called art and you learn how to use it in different ways and it's used all the time in pixel art just search it up and you'll find tons of examples
@@hoporproh113 Well you could unlock a cowboy hat in the SAGE demo by completing the cowboy tasks, but there already seems to be alternate color pallets for both the Noise _and_ Peppino...
If you're talking about the Super Jump, well it's simple for Noise. Noise is supposed to be fun and broken. He's an unlock and not available at the start
@@Gremblebemble We shouldn't use the same moveset name for The Noise because he's intended to be different than Peppino. For example, his "super jump" is just using his jetpack to go up, then why don't we called it "rocketjump" ?
I dont get why people are panicking around the nerf of super jump. Yes, it's fun to use and shit but the cost of its existence is that PTG had a hard time delevoping levels with unique puzzles and mechanics because y'all just spam super jump and skip the main thing, which is the puzzle itself. So fucking relax and see how it turns out, our boi speedrunners wont suffer from this change, it's just a matter of changing the route and options then it'll look as smooth as ever.
Speedrunners also won't be the primary or only audience for the game... Most of the people who play the game will play at a much more comfortable (and very likely) slower pace. Besides, having the ability to go through each level using different moves in different methods just sounds like it would add a TON of replayability.
"alright so the wasteyard level is almost finished" lol. lmao.
True
At least it was under that iteration of the level design, lmao.
Why the heck do the ghost's let out bones when they get punched? I specifically ordered my ghost's boneless!
I'll have to speak with your manager on this!
If you didn’t want bones in your ghost, then you should’ve ordered a *B O N E L E S S G H O S T .*
@@javianwilliams7463 Bruh, did you not read the comment? I DID!!!
they are ranch bottles
@@Flint_YT So? Ranch don't got bones in it!
I don't mind the Super Jump getting nerfed, as long as it doesn't hurt any enjoyment of the game, enhances the design, and prevents game breaking, so the game doesn't unintentionally become easier. If you need to travel up vertical distances, well, that's what running on the walls is for. On the other hand, I'm loving the new background graphics, ghost puzzles, and BOY, is it EVER going to be so much fun to just gun down enemies in quick succession and rack up combos!
And always remember: *CHEF NEVER DIES*
The Real Sean W. Stewart It appears to be chargeable because peppino flashed when activating it
Agreed!
Jesse Markham yeah, I was also thinking what happens when you stay in the same position before super jumping
the graters were a stroke of genius.
Also 2:17 thank you for re-demonstrating that extremely difficult gravestone puzzle for non geniuses like me.
Interesting to look back at this and see how he managed to figure out how to make levels work with the super jump after all (albeit with a different nerf: not being able to use it in midair).
And then there's the b-up punch now, which serves a similar purpose to the mini super jump from this video.
The super jump nerf is depressing. But we'll see how things turn out
I agree with you
Yeah... It's a change I *REALLY* don't like...
Much earlier in development, the combat system with Peppino slapping enemies felt way too long and the ability to run up walls was practically nonexistent (you'd only run about 2 steps up the wall, then plummet back down). Both issues were later improved significantly by simplifying the combat down to just grabs and dashing, and implementing the ability to run all the way up walls. This feels like the opposite: a downgrade that feels unnecessary, and I can't help but imagine it will backfire and cause level design to be _more_ difficult- but of course, I'm no game designer...
@@isaiahmiranda7609 I think you nailed the reason I dislike this, this feels like a contrivance in order to streamline level design, instead of working around it. It limits the player so that they don't abuse the level design, when clever changes could be made to stop that in the first place. Again, I'm also not a level designer and these are purely guesses, but if it actively harmed development and bored PTG, then it's fair. I just hope something akin to a cheat code / switch is added so that the superjump can be enabled as a modifier. Like Shovel Knight does the special runs.
@@luhsvideodump1300 I pretty much agree with everything you're saying, but to add to it; the ability for the player to use different abilities in different methods when going through a stage to complete it sounds like it would add a TON of replayability, so perhaps "abuse" maybe isn't what the outcome would be (maybe more _manipulation?_ ) in the same way people play through, replay through, and speedrun a game like Super Mario Odyssey using all of the abilities in game at their disposal... Additionally, the level design for vertical segments (where super jumps and wall runs would shine) could simply be worked around using EITHER the ability to run up walls _or_ the super jump, with anything else being for tight, careful platforming without sprinting, or moving with a certain form, like fiery, ball, or knight Peppino. Lastly, I don't want PTG to hindered significantly or become extremely bored from the development, but- and say what you will... I just _don't_ see how it could harm development in such a way that it would lead to it being nerfed...
My long ass rant aside, I hope everything works out in the end and the game becomes the best it can be, that's all I want and I just get concerned over these big changes.
I actually think it’s a great change. Mainly since it will allow PTG to create levels easier and not have to worry about people abusing the practically infinite jumps you can do with the super jump. And he also compensated for the change by having it go higher the more enemies are in your path while going up and for destroyable blocks.
Bowser saying Monkey
Dennis Hopper really WAS awful in that movie, wasn't he...?
Bro
@@carterguy2600 yo what's poppin
@@Steve_McCool pizza tower is what poppin my dude
@@carterguy2600 hell yeah
I love how though not mentioned room names appeared in this version very differently
2:02 that "monkey" caught me offguard
So cool! I can't wait to see more!
Can I make a suggestion?
I think the height of the super jump should depend on either how fast you're going or how long you charge it up for. At max, I'd say triple, or at least double, the height of it currently.
I am so excited for this game
Keep the great work ptg
2:23
Perfectly timed scream.
EDIT: no one is mentioning the fact that enemies now get stunned when you ground pound.
Ikr nobody mentioned it
The nerfed super jump reminds me of the one from 0, where you help up and jump to get extra height.
“Pizza de los muertos”
That was just a guess at the name but I hope pizza tower gets done and gets on switch :D
*muertos
Arthur Thank you
Wat
Well since ptg removed the wario land sounds it should be fine so maybe
i like this song....is nice...i hope from the top gets released soon..
2:25 Was this part of ’From the top’ always there? It’s great
Really hope to see more dynamic wall running now that it's the primary way to climb vertically
I REALLY don't like the change to the super jump. It's been the same since the beginning and now it's unfortunately become effectively useless- not to mention the change feeling completely unnecessary...
Isaiah Miranda you should really go to the pizza tower discord and learn about this super jump
2:38 "the the"
He made a grammatical error! Get his ass!
Damn, now I can't unsee that.
Isn't the brain only read the the first "the"?
Huh, it actually goes a little higher than I thought. The Super Jump, I mean. And with respawning enemies on certain locations... It could give some cool chain reactions!
this looks great!
I personally really like the Super Jump nerf, makes you use a lot more of Pep’s moveset.
dumpster Slvt same, I feel people are over-hating it
BananaBoots
i mean it’s nothing special lol, dm me on twitter and i’ll link the art. @dumpsterSlvt
BananaBoots disgusting
BananaBoots
m.imgur.com/a/aWQuZwy
note that the og artist is on twitter, and i am not them
BananaBoots why u wanna see hentai ?
2:22 the entrance scream fits pepino dying lol
Peppino: turns into a ghost
Gayme theory: WaS pEpPiNo DeAd ThE wHoLe TiMe!??!??!?!?!!
Not as bad/existentially upsetting as the infinite noise theory
I don't mind the idea of having a cap on how high the Super Jump goes, I think the main problem is that it ends way too early. Maybe increase how long it lasts or maybe scale with how much speed you have? Just throwing ideas.
From the top is now unearthly blues and has a guatair solo
So excited to play this game! Hope it comes to Switch!
@Jacob Cannon source
One simple question
How the development is going
Is the game going to be released in maximum 2 years?
(I dont force you to work to the game , you have life too , and take your time)
And I realized that You cant rush art
Fun fact, the current release date is this summer! (Though a specific date hasn't been decided yet)
Bell Boy YAY! But wait, what about the virus
@@kaytea42 What virus?
Bell Boy the Corona Virus
@@kaytea42 Oh, I see. All things considered PT will probably be a digital exclusive (at least for most of it's life), and even then there will most likely be a vaccine for Corona by April.
Wonder how speed runners are gonna compensate for the weaker super jump
i'm the catman use the other tools peppino have
Maybe if you cancel the superjump mid-air, the maximum height resets?
Guiyon then that would basically defeat the whole purpose of getting rid of the superjump
"Life, uh, finds uh way"
Wall running?
Personally, I enjoy the unnerfed super jump because it makes me feel like I have to time things right and it make me feel that I'm going as fast as possible. I like speedrunning the game and I feel that the nerd could affect the speed of the game a little, but not much.
it just broke the level design
Bandito Chickens are now my new favorite enemy in this game.
I still don't know why the superjump was nerfed
They explain it in the video
Cuz it op... what even more to say ?
it removed alot of challenge from the game and gave ptg a hard time making levels
So that most levels are more challenging.
Also I guess that it's also more accurate to the name now
Rip speed running!
Woah Cool
with all the musics, the attacks and the animations, i really want peppino in smash 6
Well maybe Sakurai could make a costume or a skin that looks relevant to peppino
Or maybe not since his moveset is basically like Wario's
@@personhumanoid4840 well waeio moveset is more inspired of wario ware, unlike peppino who has an entire wario land moveset
I get Peppino will be mostly unaffected by the Super Jump nerf, but what about The Noise? Or did I miss something...
*we are going to ignore the point nerf*
Yeah... Enemies didn't _always_ give only 10 points, did they!?
@@isaiahmiranda7609 i mean in the last part of the video you can see that max points coming from combos are: 10, 20, 30 and 40
focus on the Kentucky Kenny's in that part and you will notice it
it works like this
Combo x1 - 10pts
Combo x2 - 20pts
Combo x3 - 30pts
Combo x4 - 40pts
Combo x5 and above are giving only 40 points i think
So like a multiplier
I actually saw the super jump nerf coming
But It is necesary in my opinion
The game could have been too easy knowing how broken it was
I think you should make the super jump's hight scale with your movement speed to keep have the feeling of the SAGE demo's super jump.
So...
Have it available to where it's usable at any time- like how it is after it's nerf (which I don't really like), but at maximum speed it works like the older version and goes an infinite distance? That sounds like a good compromise to how it is now after being nerfed.
@@isaiahmiranda7609 Not really. The maximum speed would probably be like 3x higher than jumping from a run.
@@SonicDash-zi8bf What do you mean, exactly...? I mean, what if there were a place in which you couldn't wallrun (there's no walls and it's directly floor-to/through-ceiling) and could only access by super jumping? Then you could gain enough speed to do a maximum jump while still having the nerfed super jump. I don't think it should have been changed to begin with but that seems like a relatively _okay_ compromise
@@isaiahmiranda7609 It would make sense, as Pizza Tower Guy said it was like a "drill" and would keep going up each time it plowed through a breakable block.
@@SonicDash-zi8bf I learned that after I commented, but that still isn't a good change. That new property of the super jump just makes the move incredibly situational and, otherwise, effectively useless. Not to mention that it feels like it will only make designing levels _more_ difficult for having to base segments around it...
It's a bit disappointing that the ghost mechanics have changed drastically in the final version. Not that they're inherently bad in the shipped game, it's just the mechanics in this early state could lead to a lot of creative level design.
Yeah, unfortunately the fast pacing and the existence of p ranks were very likely reasons as to why the transformation was changed
Is Pepperman still a thing or was he sent into oblivion?
NOOOOOO NOT THE SUPER JUMP
So um will Noisette be the replacement for The Noise in Noise boss battles for when you play as The Noise?
Also maybe you can configure which superjump you want in the options? Just throwing out some ideas.
Ik this isnt my idea, but having an option for switching beetween suplex dashing and slapping would be cool
@@Gragzag The combat system based around the slapping from the old demos felt way too slow. Removing it was a big change for the better I think...
2:02 *M O N K E*
**Peppino can now wield a shotgun**
one copy of pizza tower please
For his neutral special, Peppino wields a gun
Awww, yours was way better!
what is the song used here?, i've been looking for it for a long time!
The entrance theme
super jump nerf is good *but* he should make it where peppino can get a form that gives him his pre-nerf super jump
I say it shouldn't have been nerfed to begin with... If you wanted to comprise though, you could have also made it to where it's nerfed, but at maximum speed it works like it did pre-nerf.
Super jump getting nerfed was kind of a bad decision since levels like The Ancient Cheese with that giant thing where you need to super jump in order to progress. Also wall-climbing is still OP so nerfing the super jump would mean that wall climbing should be nerfed too to the old version before the June Patreon Demo (I think that's when Peppino got the move)
somekidthatlikesribbon not really, considering the wall run can only go so far as well
Also can’t he just edit the stage before release?
@@koolaruni1988 Yeah but I think nerfing the Super-Jump would make speedrunning less fun for me
somekidthatlikesribbon yeah but it really strained PTG and really limited what he could do for level design.
@@koolaruni1988 No actually, the wallrun will go an infinite distance, like the older (and better) super jump- so long as there is wall to run on...
Isaiah Miranda yeah but walls can curve over, limiting how high you can go, with the superjump with enough speed, you could just completely bypass certain parts of a level, completely stripping the fun challenge of its purpose
I would like that when peppino dies by a bullet he falls on the floor and slowly transforms into a ghost
That is the cool
If the boss for this world isn't some shot-gun shoot-em-up, I'll be very mildly dissapointed.
It is (kinda)!
Hey pizza tower guy, what's with all those subtitles you keep putting at the bottom of each room like "seconds to live" or "Italian stand off"? Are those just like code words so you know what each room is supposed to have?
Theres the chicken wing enemy.
I won't be surprised if this game ends up on a console
RIP super jump and the infinite super jumo glitch I suppose
Are piece of tofu shooting?
*C H E F N E V E R D I E S!*
Seems that nerfing the super jump, probably was not the best idea. I know it's a bit painful to work around, but no one said game design was easy or painless. Remember: The end goal is to make sure it's fun to play, and in the words of Reggie "If it's not fun, why bother?"
What happened to the spin The enemies do when you hit them
Idk but I kinda didnt liked it
trash packy well good cause it’s gone
it was removed for aesthetic reasons.
But anyway, I keep waiting for those level to be in a patreon build, its so long
Christian J was removed because it would ruin combos if you went to another room and if enemies were still in the air, they wouldn’t die and give points
How many levels do you plan on making in total for the game?
5 worlds which will contain 5 levels each
so 25
@@ollepac4599 You mean 25.
@@ZSquaredPlusC yea sorry will edit it right away
@@ollepac4599 how many has he made so far? (considering the WIP levels as well)
@@dooddoingstuff Idk tbh
2:10 B A M BAM
what will happen to older levels that may have required the old superjump? (if any exist)
Kael no the levels currently available don’t require the superjump, but something’s probably are gonna be changed
just wallrun 4head
The Ancient Cheese
Jeremiah Plays Again oh yeah, I’m sure he’ll alter the level
what are those little texts that keep appearing?
at 0:00, 0:58, 1:16, 2:03 etc
Those are just little pop-ups that appear whenever you enter a room, just to make each room feel distinct.
Wait, without the super jump, how are we gonna complete the levels made to be used with it?
PTG Will just have to redisgh...hold up how does that make the game easier to design?!
@@AkumuVids makes it easier to design challenges so you dont cheese it, example, Dragon Lair, you can easily run through the pit of electric outlets with ladders by carefully timing the super jumps and cancelling it, so with the new nerf you have to maneuver through with the ladders which adds challenge. yeah i wish it wasnt nerfed but if it helps PTG design levels more easier then so be it, maybe it can be added back if PTG adds a speedrun mode?
The super jump is worse actually. This will be hard to speedrun levels now
JimmyGaming&knuckles !
Did you see the reason why he nerfed it?
Yea
wHeRe tHe hElL iS GOLF : Eternal
How are you so good at pixel art?
@ Actually this aint' pixel art at all. They are full blown lively hand drawn animations and drawings with the freedom of cartoons. If this is pixel art, so is basically any image in the digital era.
@@_.-. no it is pixel art he streams himself drawing the pixel art
@ Again, it's not pixelart just because it's made out of pixels and has it's frames arranged in sprite formation. Would you call Wario Land Shake's drawings pixelart?
While the boundaries are blurry, pixel art means you animate with very low resolutions, working with subpixel movement, to name one technique. These are drawings at unusually low resolution, but are way too big to be considered pixelart.
Sprites/pixel art don't make use of Ren & Stimpy levels of squash and stretch, mainly because the limitation of the resolution makes it imposible for this liberal amount of comical deformation to convey movement.
@@_.-. no you can do this with pixel art, it's called art and you learn how to use it in different ways and it's used all the time in pixel art just search it up and you'll find tons of examples
neongamer 1344 What he means by hand drawn is that he draws using a tablet, and not individually placing pixels
2:02
Peppino nerfed? Noise is now Top Teir.
Asking PTG to add a shop to buy cosmetics such as cowboy hat with the pizza coins left after a level
Day 2
Wouldn’t PTG have to make a bunch of new sprites?
@@peppinoandweskerfriendsfor3450 well yeah but it would be cool to have cosmetics
hopor proh
I definitely agree.
@@hoporproh113 Well you could unlock a cowboy hat in the SAGE demo by completing the cowboy tasks, but there already seems to be alternate color pallets for both the Noise _and_ Peppino...
What about the noise?!
If you're talking about the Super Jump, well it's simple for Noise.
Noise is supposed to be fun and broken. He's an unlock and not available at the start
Thank you but is his super jump going to be affected also how would you unlock him if the answer is available.
pigmask sorta His superjump will not be effected
Epic
@@Gremblebemble We shouldn't use the same moveset name for The Noise because he's intended to be different than Peppino. For example, his "super jump" is just using his jetpack to go up, then why don't we called it "rocketjump" ?
Won't the superjump getting nerfed hurt other levels?
CPTHAP PTG is gonna go back and change the older levels that require the superjump
9?
run o meter
So basically the superjump is now useless
PlaySty no it functions differently
Eh, yeah, basically. It gives little more air than the normal jump, but with no momentum...
SUPERNIGHTMARE22 SM22 No it works like a drill now, PTG says he’s gonna use it for other things instead of just going really high
@@koolaruni1988 Well either way, it seems really situational now. When it use to be an all around useful move.
SUPERNIGHTMARE22 SM22 it’s still gonna be useful but for different reasons
$
is it me or is Peppino getting weaker every week?
Woomyneer there are reasons why
@@koolaruni1988 I love every bit of this game, but they don't feel like good reasons...
So you had no experience deving and are learning as you go? Any resources you followed? Because that sure as hell marks them as beginner friendly!
The super jump has been the same ever since pre-alpha... and now it's getting a nerf that makes it useless?
Frenchfry Waffle actually it works like a drill
Kokoroko how? For enemies?
Frenchfry Waffle for anything, you can drill through tougher blocks and enemies easier, plus it increases in height the more things you hit
@@koolaruni1988 odd choice of use there
Frenchfry Waffle not really
I dont get why people are panicking around the nerf of super jump.
Yes, it's fun to use and shit but the cost of its existence is that PTG had a hard time delevoping levels with unique puzzles and mechanics because y'all just spam super jump and skip the main thing, which is the puzzle itself.
So fucking relax and see how it turns out, our boi speedrunners wont suffer from this change, it's just a matter of changing the route and options then it'll look as smooth as ever.
Speedrunners also won't be the primary or only audience for the game... Most of the people who play the game will play at a much more comfortable (and very likely) slower pace. Besides, having the ability to go through each level using different moves in different methods just sounds like it would add a TON of replayability.
Isaiah Miranda not a lot of replayability but I’m with you there. But again the superjump was to broken.
The good thing is the old super jump is back but you can't spam it in mid air
@@hayyanbaig5107 already knew about it tho
but why would you even reply to a 3 months old comment lol
Because I had nothing to do
Did the video family get made for kids because the title said family?
If so, that is hilarious and stupid
666 likes lol
ptg pwease stop changing the moveset :'(
the super jump just looks pathetic now though