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** Hiwever, it could be said this is subverted since the puzzles in this level are all about brightening it - making flowers grow and getting cats out of the rain. Much bleaker are the space level, which is lonely and desolate and being eaten by glitches; and the glitch level, which is haunting.

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** Hiwever, However, it could be said this is subverted since the puzzles in this level are all about brightening it - making flowers grow and getting cats out of the rain. Much bleaker are the space level, which is lonely and desolate and being eaten by glitches; and the glitch level, which is haunting.
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** Hiwever, it could be said this is subverted since the puzzles in this level are all about brightening it - making flowers grow and getting cats out of the rain. Much bleaker are the space level, which is lonely and desolate and being eaten by glitches; and the glitch level, which is haunting.
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TRS deemed def-only


* {{Speedrun}}:
** One has now cropped up, [[https://www.youtube.com/watch?v=hoYYI8zK-14 beating the game in a little over 22 minutes]].
** One of the achievements in the Steam version requires you to beat the game in under 30 minutes... [[http://steamcommunity.com/app/295750/discussions/0/45350791178503551/#c45350791678242427 or rather, under 15 minutes due to a bug]], which is flat out impossible to do until an update fixes it [[note]]you can cheat, though, by starting a new game and then editing the save file so that you reload in the room the ending takes place in[[/note]].
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Up To Eleven is a defunct trope


* RubberyWorld: The [[UpToEleven entire]] game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interact with them. This flexible world also allows for puzzles that wouldn't be possible in a solid and stable world; one notable puzzle very early in the game has your way seemingly blocked by a wall of spikes, you have to bounce up and down next to it and then use the resulting ripples in the ground to pass underneath it.

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* RubberyWorld: The [[UpToEleven entire]] entire game world, with floors and walls bending and bouncing about as the characters such as the protagonist and frogs interact with them. This flexible world also allows for puzzles that wouldn't be possible in a solid and stable world; one notable puzzle very early in the game has your way seemingly blocked by a wall of spikes, you have to bounce up and down next to it and then use the resulting ripples in the ground to pass underneath it.
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** The [[LiveItem living keys]] have large flowing "scarves" similar to those seen in ''VideoGame/{{Journey}}''.

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** The [[LiveItem living keys]] have large flowing "scarves" similar to those seen in ''VideoGame/{{Journey}}''.''VideoGame/Journey2012''.
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''The Floor is Jelly'' is an indie platformer developed by Ian Snyder, with sound by Disasterpeace (known for his work on ''VideoGame/{{Fez}}''), and was released on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.

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''The Floor is Jelly'' is an indie platformer developed by Ian Auren Snyder, with sound by Disasterpeace (known for his work on ''VideoGame/{{Fez}}''), and was released on the PC and Mac on January 30, 2014. It was a finalist in IGF 2012.



The game is available for purchase from the [[https://www.humblebundle.com/store Humble Store]] and [[http://store.steampowered.com/app/295750/ Steam]].

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The game is available for purchase from the [[https://www.humblebundle.com/store Humble Store]] and Store]], [[http://store.steampowered.com/app/295750/ Steam]].Steam]], and [[https://auren-snyder.itch.io/the-floor-is-jelly itch.io]].



* AuthorAppeal: Ian Snyder, the developer, is a big fan of ''FJORDS'', another indie developed game. The terminals found inside houses have an OS resembling those in ''FJORDS'', and one of the achievements in the Steam version is titled "U KNO WUT I LUV", with the achievement icon using graphics from that game rather than from ''The Floor is Jelly'' like the other achievement icons.

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* AuthorAppeal: Ian Auren Snyder, the developer, is a big fan of ''FJORDS'', another indie developed game. The terminals found inside houses have an OS resembling those in ''FJORDS'', and one of the achievements in the Steam version is titled "U KNO WUT I LUV", with the achievement icon using graphics from that game rather than from ''The Floor is Jelly'' like the other achievement icons.



** To get the "&@♥@@p§☺A!○◘@)(@)_—-A" achievement, along with some [[https://twitter.com/whatisian/status/457221127996059648 wacky player physics]], you have to [[spoiler:finish one of the three levels in the first set on the first time through and then ''[[ViolationOfCommonSense quit the game during a cutscene]]'' where one of the three lights appears on the big door in the HubLevel so that you [[GoodBadBugs reload with your character placed in said room out of bounds]], and then jump at a ''very'' specific corner of the screen]]. Thankfully, this isn't entirely [[PermanentlyMissableContent lost]], as there's a repeatable, but much more difficult to execute, method [[spoiler:to glitch your way out of bounds in the room]].

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** To get the "&@♥@@p§☺A!○◘@)(@)_—-A" achievement, along with some [[https://twitter.com/whatisian/status/457221127996059648 com/AurenSnyder/status/457221127996059648 wacky player physics]], you have to [[spoiler:finish one of the three levels in the first set on the first time through and then ''[[ViolationOfCommonSense quit the game during a cutscene]]'' where one of the three lights appears on the big door in the HubLevel so that you [[GoodBadBugs reload with your character placed in said room out of bounds]], and then jump at a ''very'' specific corner of the screen]]. Thankfully, this isn't entirely [[PermanentlyMissableContent lost]], as there's a repeatable, but much more difficult to execute, method [[spoiler:to glitch your way out of bounds in the room]].



** All of the terminals have the same header lines as the terminals in ''FJORDS'', a game which Ian has stated that he's fond of.

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** All of the terminals have the same header lines as the terminals in ''FJORDS'', a game which Ian Auren has stated that he's she's fond of.
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* ArtisticLicensePhysics: Furniture would ''not'' remain bolted to the floor when the houses they're inside starts wobbling back and forth.

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* ArtisticLicensePhysics: Furniture would ''not'' remain bolted to the floor when the houses they're inside starts start wobbling back and forth.



* {{Metroidvania}}: The game has some elements of this. Each of the game's levels are interconnected to a single hub, and you can freely revisit and backtrack through each level as well. The night level, the second swamp level and the DiscOneFinalDungeon plays this more straight in which these levels are more non-linear and has you searching these levels to find several keys that will open a portal leading to the level's exit.

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* {{Metroidvania}}: The game has some elements of this. Each of the game's levels are interconnected to a single hub, and you can freely revisit and backtrack through each level as well. The night level, the second swamp level and the DiscOneFinalDungeon plays play this more straight in which these levels are more non-linear and has you searching these levels to find several keys that will open a portal leading to the level's exit.



* SpikesOfDoom: The dark red spiky blobs serves this role. [[spoiler:Also the glitch blocks in the DiscOneFinalDungeon act like this.]]

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* SpikesOfDoom: The dark red spiky blobs serves serve this role. [[spoiler:Also the glitch blocks in the DiscOneFinalDungeon act like this.]]



* 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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* 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 past 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.]]



* TheVeryDefinitelyFinalDungeon: [[spoiler:After returning to the HubLevel from the DiscOneFinalDungeon, glitch tendrils grows out of the elevator you came out of and pulls you into the last stage. This final stage features various different "glitchy" jelly physics throughout.]]

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* TheVeryDefinitelyFinalDungeon: [[spoiler:After returning to the HubLevel from the DiscOneFinalDungeon, glitch tendrils grows grow out of the elevator you came out of and pulls pull you into the last stage. This final stage features various different "glitchy" jelly physics throughout.]]
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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.]]
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trivia


* DummiedOut:
** There's [[https://www.youtube.com/watch?v=8p6RKm-HTJc several unused rooms]] that can only be accessed by editing the save file. Among others, they feature alternative secret rooms from the Night area featuring jumping frogs and lettering made out of platforms, suggesting they were supposed to be novelty secrets before being replaced with the final secret rooms featuring the houses and their terminals.
** A few of the unused rooms even feature a strange black eyeball creature that floats in place with its white ring-like "pupil" looking towards the player character, and acts as a one way warp to another room when touched. None of these eyeballs are found in the game's finalised areas.

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