Jumino Kart needs a rework.

Lucien066

Greenhorn
Hi ConcernedApe and community,
While Junimo Kart is meant to be a high-difficulty arcade challenge, the procedural level generation frequently creates situations that are mathematically impossible to clear. This makes the game feel unfair rather than challenging.
  • Gaps wider than the maximum jump physics allow.
  • Projectiles spawning directly on single-tile landing tracks.
  • Tracks spawning above the visible camera ceiling.
    Adding these generation limits would ensure that every death is a player mistake rather than a bad seed.

There are many times where I have completely lost a run, not because of me being bad, but because of horrible RNG. For example, this one time I was at the lava railroads level, I had 6 lives, and all 6 of them were wasted on this one jump, where I kept on getting killed by a falling boulder. It was almost like the boulder was synchronized with me, as soon as I would respawn, the boulder would fall, and I would die. I tried jumping over it but I still died no matter what I did. There are many more things like this that happen, And they make the game feel unfair rather than challenging.

One last example; On the sea gem giant level, The fruits (Cherries, Orange, and Grapes) sometimes spawn on tracks that are physically impossible to go on. I once even had a grape that spawned behind the end point of the Sea Gem Giant level.

My suggestion is to either: Fix the way levels are generated, Or handcraft the levels and make them the same everytime. If the levels are handcrafted, I do think they should be made harder though, because otherwise they would be easy to memorize and complete.

I understand it is supposed to be difficult, and I like that! But sometimes it is straight up unfair and impossible. That is why I believe something should be done to fix Jumino Kart.
 
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