Celeste Strawberry Jam Collab: Intermediate Lobby Yellow Levels
Moving on to the yellow levels of the Intermediate Lobby, we have another excellent set of levels. We're getting to the point where quite a few levels build upon already-seen mechanics, but there are still a couple of interesting brand-new ones in here as well.
00:00 - Intro
00:53 - Construction Conundrum
1:32:22 - EAT GIRL
2:32:19 - The Tower
2:59:28 - In Filtration
4:52:55 - Honeyzip Inc.
5:53:43 - Supernautica
6:38:31 - Vertigo
7:07:43 - Supernautica revisit
In Filtration certainly stands out as having some of the most unique new mechanics seen in this set of levels, as well as one of the most challenging maps. Despite the time-slow mechanic, which is clearly intended to widen the otherwise-narrow margin for error in execution, I still found some of the jumps from horizontal zip-movers or dashes to be particularly problematic, because even with the slowdown you still need to be rather precise about controlling your momentum; I'm not aware of a straightforward way to make these consistent. There was also one particular room lacking a pair of binoculars that I felt would've greatly benefited from them, as one particular off-screen zip mover is a real doozy that is practically impossible to react to the first time you reach it.
Honeyzip Inc. also had an interesting new mechanic in the form of zip lines, which carry any horizontal momentum you move into them with, and if you jump off of them as or before they stop, you can retain that momentum (and so will they, if they still have more line to move along).
EAT GIRL has a brilliantly simple premise resembling a classic arcade game, but it became plenty stressful by the end with how much it expects you to perform in each room.
Vertigo's mechanics are relatively straightforward, with the added challenge of literally turning things on their head or instantly warping the player, which naturally makes things harder to process. I ended up playing this somewhat akin to Seeing is Believing, trying to plan my movements ahead so that I wasn't relying nearly as much on what I was seeing.
Supernautica gave me a very rough start, between being slow on the uptake about the level's name, and the visual contrast being problematic in the first room in particular, especially in regard to the contents of pipes being darn-near invisible. Seems like a bad way to start the level when your first room is your first opportunity to convey expectations to the player. Once I realized what the level was about, though, it did a pretty great job with the mechanic. I later revisited the level to investigate the "coral reef in the distance" it alluded to... and I was absolutely not prepared for what I found. (I'm not sure I ever will be.)
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