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* UnintentionallyUnwinnable: [[spoiler:If the player has the HundredPercentCompletion reward unlocked, and then travels to the very last secret area detailed above and uses the SET command inside the house to restore the jelly physics (or use custom values), it's possible to backtrack through a part of TheVeryDefinitelyFinalDungeon. If afterwards, the player saves and quits and then reloads the game however, the jelly physics will be frozen again as the custom jelly physics are not saved, leaving the player permanently trapped as they cannot get passed the room just before the one where the jelly physics first froze. Whoops! Thankfully, if you know where the save file is stored, you can edit the second value (which stores your character's X position) with a text editor, so that you reload on the correct side of the offending room.]]

to:

* UnintentionallyUnwinnable: [[spoiler:If the player has the HundredPercentCompletion reward unlocked, and then travels to the very last secret area detailed above and uses the SET command inside the house to restore the jelly physics (or use custom values), it's possible to backtrack through a part of TheVeryDefinitelyFinalDungeon. If afterwards, the player saves and quits and then reloads the game however, the jelly physics will be frozen again as the custom jelly physics are not saved, leaving the player permanently trapped as they cannot get passed the room just before the one where the jelly physics first froze. Whoops! Thankfully, if you know where the save file is stored, you can edit the second value (which stores your character's X position) with a text editor, so that you reload on the correct side of the offending room.]]
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None


** It's possible to [[https://www.youtube.com/watch?v=2xdJLbfDh7s clone the "worm" keys]] to open up portals quicker. However, [[GameBreakingBug if any more are used than the portal requires]], then the portal is [[UnwinnableByMistake rendered permanently inaccessible]].

to:

** It's possible to [[https://www.youtube.com/watch?v=2xdJLbfDh7s clone the "worm" keys]] to open up portals quicker. However, [[GameBreakingBug if any more are used than the portal requires]], then the portal is [[UnwinnableByMistake [[UnintentionallyUnwinnable rendered permanently inaccessible]].



* UnwinnableByInsanity: [[spoiler:If the player has the HundredPercentCompletion reward unlocked, and then travels to the very last secret area detailed above and uses the SET command inside the house to restore the jelly physics (or use custom values), it's possible to backtrack through a part of TheVeryDefinitelyFinalDungeon. If afterwards, the player saves and quits and then reloads the game however, the jelly physics will be frozen again as the custom jelly physics are not saved, leaving the player permanently trapped as they cannot get passed the room just before the one where the jelly physics first froze. Whoops! Thankfully, if you know where the save file is stored, you can edit the second value (which stores your character's X position) with a text editor, so that you reload on the correct side of the offending room.]]

to:

* UnwinnableByInsanity: UnintentionallyUnwinnable: [[spoiler:If the player has the HundredPercentCompletion reward unlocked, and then travels to the very last secret area detailed above and uses the SET command inside the house to restore the jelly physics (or use custom values), it's possible to backtrack through a part of TheVeryDefinitelyFinalDungeon. If afterwards, the player saves and quits and then reloads the game however, the jelly physics will be frozen again as the custom jelly physics are not saved, leaving the player permanently trapped as they cannot get passed the room just before the one where the jelly physics first froze. Whoops! Thankfully, if you know where the save file is stored, you can edit the second value (which stores your character's X position) with a text editor, so that you reload on the correct side of the offending room.]]
Is there an issue? Send a MessageReason:
None


** The Winter area features the most complex gimmick than the other areas. The platforms become solid ([[RubberyWorld well, as solid as they get anyway]]) when you jump into one, and you can only pass through other platforms if you're currently touching the currently solid platform. Furthermore, these platforms are almost always criss-crossed over each other, and each one can also become ''inverse-solid'' in which the area outside is solid and the area inside is air. Due to how the level is laid out, it's ''extremely difficult'' to backtrack your way through after reaching the exit elevator, especially since when returning to the area later on it remembers what elevator you last left the area from. Fortunately, it's not too difficult to find the one hidden house here, so if you find it you don't have to worry about coming back here again.

to:

** The Winter area features the most complex gimmick than out of all the other areas. The platforms become solid ([[RubberyWorld well, as solid as they get anyway]]) when you jump into one, and you can only pass through other platforms if you're currently touching the currently solid platform. Furthermore, these platforms are almost always criss-crossed over each other, and each one can also become ''inverse-solid'' in which the area outside is solid and the area inside is air. Due to how the level is laid out, it's ''extremely difficult'' to backtrack your way through after reaching the exit elevator, especially since when returning to the area later on it remembers what elevator you last left the area from. Fortunately, it's not too difficult to find the one hidden house here, so if you find it you don't have to worry about coming back here again.
Is there an issue? Send a MessageReason:
None


* SugarWiki/FunnyMoments: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .98, .025 and .75 retrospectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]

to:

* SugarWiki/FunnyMoments: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .98, .025 and .75 retrospectively[[/note]].respectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]
Is there an issue? Send a MessageReason:
None


** TheVeryDefinitelyFinalDungeon itself is no better, with [[spoiler:the strange pink background glitching up occasionally and the fish swimming about in erratic glitchy patterns, not to mention the different glitchy jelly physics which at one point the platforms practically ''collapse'' beneath your feet]]. Oh, and for the grand finale, [[spoiler:[[TimeStandsStill the jelly physics stop completely]], resulting in the platforms becoming fully solid, and then a few screens later massive glitching emerges from the edges of the screen and swallows up everything, before everything returns to normal for the ending scene]].

to:

** TheVeryDefinitelyFinalDungeon itself is no better, with [[spoiler:the strange pink background glitching up occasionally and the fish swimming about in erratic glitchy patterns, not to mention the different glitchy jelly physics which at one point the platforms practically ''collapse'' beneath your feet]]. Oh, and for the grand finale, [[spoiler:[[TimeStandsStill the jelly physics stop completely]], resulting in the platforms becoming fully solid, and then a few screens later massive glitching emerges from the edges of the screen and swallows up everything, before everything returns to normal for the ending scene]].

Added: 667

Removed: 666

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* CrowningMomentOfFunny: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .98, .025 and .75 retrospectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]


Added DiffLines:

* SugarWiki/FunnyMoments: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .98, .025 and .75 retrospectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]
Is there an issue? Send a MessageReason:


** The DiscOneFinalDungeon lacks the life and flora that gave life to the previous areas, and features three sections in which you jump from platform to platform in low gravity to find a key to the portal in the central area, and then backtrack through the section back to the central area, which is made harder on the way back with the addition of [[spoiler:glitch blocks]] which have the same effect on your character as the game's regular SpikesOfDoom. In addition, 6 of the game's 31 secret houses required for HundredPercentCompletion are gradually LostForever in this area as you obtain these three keys since the hidden entrances to the rooms they're found in are permanently blocked off by [[spoiler:said glitch blocks]].

to:

** The DiscOneFinalDungeon lacks the life and flora that gave life to the previous areas, and features three sections in which you jump from platform to platform in low gravity to find a key to the portal in the central area, and then backtrack through the section back to the central area, which is made harder on the way back with the addition of [[spoiler:glitch blocks]] which have the same effect on your character as the game's regular SpikesOfDoom. In addition, 6 of the game's 31 secret houses required for HundredPercentCompletion are gradually LostForever [[PermanentlyMissableContent lost]] in this area as you obtain these three keys since the hidden entrances to the rooms they're found in are permanently blocked off by [[spoiler:said glitch blocks]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It's possible to [[https://www.youtube.com/watch?v=2xdJLbfDh7s clone the "worm" keys]] to open up portals quicker. However, [[GameBreakingBug if any more are used than the portal requires]], then the portal is [[UnwinnableByMistake rendered permanently inaccessible]].
Is there an issue? Send a MessageReason:
None


** And then there's "&@♥@@p§☺A!○◘@)(@)_---A" and "U KNO WUT I LUV", both with [[GuideDangIt completely unknown requirements]]. There's currently no reported instances where anyone's gotten them legitly yet.

to:

** And then there's "&@♥@@p§☺A!○◘@)(@)_---A" and "U KNO WUT I LUV", both with [[GuideDangIt completely unknown requirements]]. There's currently no reported instances where anyone's gotten requirements. Good luck trying to obtain them legitly yet.without [[GuideDangIt resorting to an online guide]].

Added: 1432

Changed: 218

Removed: 88

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None


* DisappointingLastLevel:
** The DiscOneFinalDungeon lacks the life and flora that gave life to the previous areas, and features three sections in which you jump from platform to platform in low gravity to find a key to the portal in the central area, and then backtrack through the section back to the central area, which is made harder on the way back with the addition of [[spoiler:glitch blocks]] which have the same effect on your character as the game's regular SpikesOfDoom. In addition, 6 of the game's 31 secret houses required for HundredPercentCompletion are gradually LostForever in this area as you obtain these three keys since the hidden entrances to the rooms they're found in are permanently blocked off by [[spoiler:said glitch blocks]].
** TheVeryDefinitelyFinalDungeon features [[spoiler:various glitchy jelly physics]] not encountered in the game's other areas, with some rooms practically requiring [[LuckBasedMission sheer luck]] with these [[spoiler:glitchy physics]] to get through. While ''The Floor is Jelly'' itself was a well received game, most reviewers bashed this last level for this reason. In fact, [[spoiler:if you find the game's very last secret area after the jelly physics have frozen but before the very last screen, you'll find what appears to be an ''apology'' from the developer written in platforms]].
--> ''[[spoiler:I'm so sorry for this level it is a cruel and terrible shenanigan...]]''



** Certain areas of TheVeryDefinitelyFinalDungeon can be this since you pretty much have to [[spoiler:brute force your way through the glitchy jelly physics]] at various times. In fact, [[spoiler:if you find the game's very last secret area after the jelly physics have frozen but before the very last screen, you'll find what appears to be an ''apology'' from the developer written in platforms]].
--> ''[[spoiler:I'm so sorry for this level it is a cruel and terrible shenanigan...]]''

to:

** Certain areas of TheVeryDefinitelyFinalDungeon can be this since you pretty much have to [[spoiler:brute force your way through the glitchy jelly physics]] at various times. In fact, [[spoiler:if you find the game's very last secret area after the jelly physics have frozen but before the very last screen, you'll find what appears to be an ''apology'' from the developer written in platforms]].
--> ''[[spoiler:I'm so sorry for this level it is a cruel and terrible shenanigan...]]''
See DisappointingLastLevel above.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneAchievement: In the Steam version:
** The "Speedrun" achievement requires you to beat the game within an extremely tight 30 minutes. For comparison, the current fastest speedrun beat the game in ''over 22 minutes''. You'll practically need to memorise the puzzle solutions in the Wetlands stage, the erratic placement of [[spoiler:the deadly glitch blocks]] in the DiscOneFinalDungeon, and have tons of luck with [[spoiler:the glitchy physics]] in TheVeryDefinitelyFinalDungeon.
** The "Minimalist" achievement requires you to beat the game within 920 jumps, and you ''can't check to see how many times you've jumped so far''. To elaborate, you'll often need to jump several times in one place to get a high enough bounce, and then there's all the times you need to WallJump.
** And then there's "&@♥@@p§☺A!○◘@)(@)_---A" and "U KNO WUT I LUV", both with [[GuideDangIt completely unknown requirements]]. There's currently no reported instances where anyone's gotten them legitly yet.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodBadBugs:
** With some brute forcing and a little bit of luck, it's possible to jump through a wall to the other side, especially if it's very thin.
** [[spoiler:The final stage intentionally invokes these thanks to the various glitchy jelly physics.]]
Is there an issue? Send a MessageReason:
Whoops, the first value was supposed to be .98, not the default .97.


* CrowningMomentOfFunny: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .97, .025 and .75 retrospectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]

to:

* CrowningMomentOfFunny: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .97, .98, .025 and .75 retrospectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]

Added: 666

Changed: 5

Is there an issue? Send a MessageReason:
None


* CrowningMomentOfFunny: [[spoiler:With the HundredPercentCompletion reward unlocked, it's possible to experiment with the SET command in the terminals located in houses so that inputting certain values ensures that the ground ''does not stop jiggling'' [[note]]A good example of doing this is setting the DECAY, POWER and TRANSFER values to .97, .025 and .75 retrospectively[[/note]]. If you do this in the opening or sunrise area, [[DisturbedDoves birds will fly out of trees]] when the ground they're rooted to starts bouncing like usual but since the ground will now keep jiggling instead of gradually calming down, they endlessly fly around all confused like!]]



** The Winter area features the most complex gimmick than the other areas. The platforms become solid ([[RubberyWorld well, as solid as they get anyway]]) when you jump into one, and you can only pass through other platforms if you're currently touching the currently solid platform. Furthermore, these platforms are almost always criss-crossed over each other, and each one can become ''inverse-solid'' in which the area outside is solid and the area inside is air. Due to how the level is laid out, it's ''extremely difficult'' to backtrack your way through after reaching the exit elevator, especially since when returning to the area later on it remembers what elevator you last left the area from. Fortunately, it's not too difficult to find the one hidden house here, so if you find it you don't have to worry about coming back here again.

to:

** The Winter area features the most complex gimmick than the other areas. The platforms become solid ([[RubberyWorld well, as solid as they get anyway]]) when you jump into one, and you can only pass through other platforms if you're currently touching the currently solid platform. Furthermore, these platforms are almost always criss-crossed over each other, and each one can also become ''inverse-solid'' in which the area outside is solid and the area inside is air. Due to how the level is laid out, it's ''extremely difficult'' to backtrack your way through after reaching the exit elevator, especially since when returning to the area later on it remembers what elevator you last left the area from. Fortunately, it's not too difficult to find the one hidden house here, so if you find it you don't have to worry about coming back here again.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UnwinnableByInsanity: [[spoiler:If the player has the HundredPercentCompletion reward unlocked, and then travels to the very last secret area detailed above and uses the SET command inside the house to restore the jelly physics (or use custom values), it's possible to backtrack through a part of TheVeryDefinitelyFinalDungeon. If afterwards, the player saves and quits and then reloads the game however, the jelly physics will be frozen again as the custom jelly physics are not saved, leaving the player permanently trapped as they cannot get passed the room just before the one where the jelly physics first froze. Whoops! Thankfully, if you know where the save file is stored, you can edit the second value (which stores your character's X position) with a text editor, so that you reload on the correct side of the offending room.]]

Added: 88

Changed: 222

Is there an issue? Send a MessageReason:
None


** Certain areas of TheVeryDefinitelyFinalDungeon can be this since you pretty much have to [[spoiler:brute force your way through the glitchy jelly physics]] at various times.

to:

** Certain areas of TheVeryDefinitelyFinalDungeon can be this since you pretty much have to [[spoiler:brute force your way through the glitchy jelly physics]] at various times. In fact, [[spoiler:if you find the game's very last secret area after the jelly physics have frozen but before the very last screen, you'll find what appears to be an ''apology'' from the developer written in platforms]].
--> ''[[spoiler:I'm so sorry for this level it is a cruel and terrible shenanigan...]]''

Added: 960

Changed: 588

Is there an issue? Send a MessageReason:
Gah, that timer made me rush things a but much there.


* NightmareFuel: The DiscOneFinalDungeon can be pretty unnerving for some, mainly the [[NothingIsScarier lifeless nature of the stage]] but ''especially'' [[spoiler:when the game starts glitching up as you make progress, especially when the glitch tendrils starts coming for you after leaving the stage]]. TheVeryDefinitelyFinalDungeon is no better, with [[spoiler:the stange pink background glitching up occasionally and the fish swimming about in erratic glitchy patterns, not to mention the different glitchy jelly physics which at one point the platforms practically ''collapse'' beneath your feet]].

to:

* NightmareFuel: NightmareFuel:
**
The DiscOneFinalDungeon can be pretty unnerving for some, mainly the [[NothingIsScarier lifeless nature of the stage]] but ''especially'' [[spoiler:when the game starts glitching up as you make progress, especially when the glitch tendrils starts coming for you after leaving the stage]]. stage and drags you into the ''real'' final stage]].
**
TheVeryDefinitelyFinalDungeon itself is no better, with [[spoiler:the stange strange pink background glitching up occasionally and the fish swimming about in erratic glitchy patterns, not to mention the different glitchy jelly physics which at one point the platforms practically ''collapse'' beneath your feet]].feet]]. Oh, and for the grand finale, [[spoiler:[[TimeStandsStill the jelly physics stop completely]], resulting in the platforms becoming fully solid, and then a few screens later massive glitching emerges from the edges of the screen and swallows up everything, before everything returns to normal for the ending scene]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NightmareFuel: The DiscOneFinalDungeon can be pretty unnerving for some, mainly the [[NothingIsScarier lifeless nature of the stage]] but ''especially'' [[spoiler:when the game starts glitching up as you make progress, especially when the glitch tendrils starts coming for you after leaving the stage]]. TheVeryDefinitelyFinalDungeon is no better, with [[spoiler:the stange pink background glitching up occasionally and the fish swimming about in erratic glitchy patterns, not to mention the different glitchy jelly physics which at one point the platforms practically ''collapse'' beneath your feet]].
* ThatOneLevel:
** The Winter area features the most complex gimmick than the other areas. The platforms become solid ([[RubberyWorld well, as solid as they get anyway]]) when you jump into one, and you can only pass through other platforms if you're currently touching the currently solid platform. Furthermore, these platforms are almost always criss-crossed over each other, and each one can become ''inverse-solid'' in which the area outside is solid and the area inside is air. Due to how the level is laid out, it's ''extremely difficult'' to backtrack your way through after reaching the exit elevator, especially since when returning to the area later on it remembers what elevator you last left the area from. Fortunately, it's not too difficult to find the one hidden house here, so if you find it you don't have to worry about coming back here again.
** Certain areas of TheVeryDefinitelyFinalDungeon can be this since you pretty much have to [[spoiler:brute force your way through the glitchy jelly physics]] at various times.
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