Suggestions on how to improve the jumino kart RNG

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.
 
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.
Yes! Junimo cart does seem impossible at times. Thanks for providing evidence of the problem so the devs know what the problem is!
 
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