Info about BETON BATH:

Official game description:
BETON BATH is a completely new main level for BETON BRUTAL - another 500 meters to climb.  
It is an advanced campaign and should only be attempted once the base level has been completed. There is no shallow difficulty curve, it starts out with intermediate gameplay right away so you should have a firm grip on the mechanics.  
Set in a giant indoor pool you will explore a whole new environment and utilize various new mechanics.

Release date: Jun 23, 2023

Categories: Challenging Ascent Platformer, First-Person Platformer, Precision Platformer, DLC, Single-player, Parkour Gameplay, Speedrunning


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 17.7h
  - Story completion: N/A
  - Session length: N/A
  - Endgame: 12.0h
  - Reasoning: The clearest DLC completion report states it took 17 hours and 40 minutes, while another reviewer says the DLC still took almost 13 hours to beat and a translated review reports over 7 hours for a first playthrough even for an experienced base-game speedrunner. These support setting gameCompletion to 17.67 hours for BETON BATH. For endgame, one reviewer explicitly says the last 100 meters alone took at least 12 hours, so endgame is set to 12 hours. No review gives a distinct story-completion time, and no quote clearly establishes a typical single-session length, so storyCompletion and sessionLength are null.
- Time-to-fun: No data
- Player Archetypes:
  - Hardcore Challenge Seeker (buy)
    - Motivation: Overcoming brutally difficult challenges and proving persistence.
    - Playstyle: Repeated attempts, embracing frustration, and mastering brutal maps through stubborn persistence.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Singleplayer Achievement Completionist (buy)
    - Motivation: Completing achievements and perfecting runs in a singleplayer game.
    - Playstyle: Long singleplayer sessions, repeated attempts for achievements, and optimizing performance over many hours.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Workshop Content Explorer (no buy)
    - Motivation: Discovering and playing high-quality community maps.
    - Playstyle: Browsing and playing Workshop maps, often favoring them over built-in content.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Enhanced visual appeal and colorfulness (weight 0.44): The new map's visuals are notably more colorful and aesthetically pleasing than the original, with a fresh water theme that keeps the experience engaging. Players frequently praise the stunning and wonderful look of the environment.
- Outstanding level design and polish (weight 0.36): The level design is more polished and interesting than the base game, with a thoughtful progression that introduces new mechanics in safe areas. The map shows careful design and is an improvement over the original.
- Excellent new mechanics and features (weight 0.28): Innovative mechanics such as rounded platforms, tubes, waterslides, and pipes are well-implemented and add fun to the gameplay. These creative additions are a highlight for many players.
- Strong appreciation for base game (weight 0.24): Many reviewers express their love for the original game, which enhances their enjoyment of the new map. The base game's quality is a recurring positive point.
- New soundtrack and audio design (weight 0.23): The new music and ambient sound design are highly praised, enhancing the overall atmosphere and immersion. Many players find the soundtrack to be a standout feature.
- Rewarding and satisfying experience (weight 0.22): Players find the map rewarding and fun to play, with a sense of accomplishment from overcoming its challenges. The overall experience is highly satisfying.
- New DLC adds replay value (weight 0.21): The DLC is considered cool and nice for providing new challenges, extending the game's longevity. Players who loved the base game are happy to have additional content.
- Fun acrobatics and slides (weight 0.19): The acrobatic sections, especially in the last 100 meters, are highly enjoyable. Slides and other dynamic elements add to the fun when they are short enough to maintain momentum.
- New setting retains base appeal (weight 0.19): The fresh water theme provides a different feel while preserving what made the original game great. The new decor and setting keep the experience interesting without straying too far from the core appeal.
- Fresh yet familiar atmosphere (weight 0.19): The bath vibe and environments offer a new atmosphere while retaining the core elements that made the original great. Players appreciate the balance between novelty and familiarity.
- Enjoyable skips and secrets (weight 0.18): The map contains many secrets and skips that add replay value and excitement, though the high number of skips may impact the intended challenge. Players enjoy discovering and using these shortcuts.
- More forgiving shortcut system (weight 0.14): The shortcut system, combined with the new design philosophy, makes recovering from falls easier than ever. This reduces frustration and makes the game more accessible.
- New content and mechanics in safer areas (weight 0.13): New mechanics and assets are introduced in safer environments, allowing players to learn them without harsh penalties. This thoughtful design is praised for its execution.
- Enjoyable 0-300 meter section (weight 0.13): The beginning of the map is fun and engaging, setting a positive tone for the rest of the experience. Players appreciate the enjoyable start.
- Fun and fast-paced movement (weight 0.08): Using lily pads, ice, and slides to fly through the map is enjoyable and adds a sense of speed and fluidity. This dynamic movement is a highlight.
- Great speedrunning potential (weight 0.08): The map is well-suited for speedrunning due to its design and the abundance of skips. This makes it appealing to players who enjoy optimizing routes.
- Developer's asset policy appreciated (weight 0.07): The developer's decision to allow free use of assets in custom maps is respected and appreciated by the community. This gesture fosters goodwill and supports user-generated content.
- Nostalgic elements and references (weight 0.07): Features like waterfall mushrooms evoke nostalgia for the original game, creating a pleasant connection for veteran players. These subtle touches enhance the experience.
- Improved slide jumping consistency (weight 0.07): Scroll jumping out of slides is more consistent than in the original, reducing frustration and improving gameplay flow. This refinement is noticed and appreciated.

Common complaints:
- Excessive difficulty and punishing design (weight 0.41): The map is extremely difficult, requiring near-perfect execution and often feeling unfair. Many jumps are inconsistent and rely on luck, making the experience frustrating for most players.
- Lack of checkpoints and costly falls (weight 0.37): Compared to the base game, checkpoints are scarce and falls result in massive progress loss. This forces players to repeat long sections, leading to immense frustration.
- Unclear intended path and routing (weight 0.36): The main route is often unclear, with blind leaps and invisible walls, forcing players to guess. This is exacerbated by a lack of natural guiding lights and an overabundance of confusing new mechanics.
- Buggy and janky platforming elements (weight 0.32): New objects such as trees, rocks, and pipes have rough surfaces and inconsistent collision. Players often get stuck or experience unintended behavior, detracting from the experience.
- Curved surfaces and rounded edges cause jank (weight 0.27): Curved walls and rounded edges on objects like palm trees and slides make platforming wonky and imprecise. Players often slide off or get stuck, leading to inconsistent jumps.
- Inconsistent trampoline mechanics (weight 0.24): Blue trampolines and trampoline jumps off curved walls bounce players inconsistently in height and direction. This adds an element of chance to platforming, making it feel unfair.
- Shortcuts are easier than intended paths (weight 0.24): The risk-reward balance is inverted: shortcuts are safer and faster than the main route. The intended path is longer and more dangerous, making the main route feel pointless.
- Sneak and crouch inconsistencies (weight 0.23): Sneaking is unreliable, sometimes allowing players to slide past barriers, and crouching often fails on certain surfaces. This inconsistency adds to the frustration of precise platforming.
- Scroll jumping and slide momentum issues (weight 0.19): Scroll jumps out of slides still have hiccups, and momentum from waterslides is hard to control. This makes certain sections feel unpredictable and unnecessarily difficult.
- Palm tree climbing and jumping feel finicky (weight 0.18): Climbing thin palm tree trunks is not smooth, and jumping on top is rough due to non-solid leaves. Players must guess where the trunk ends, leading to inconsistent platforming.
- Map is overly stretched with filler sections (weight 0.18): The map feels artificially lengthened with filler jumps and stretched sections that waste time. This padding detracts from the overall experience and makes the map feel tedious.
- Missing polish and immersion breaking textures (weight 0.18): The map lacks the polish of the base game, with missing texture details and a slapped-together atmosphere. This breaks immersion and makes the experience feel less cohesive.
- Water momentum bug causes unexpected launches (weight 0.14): Landing in water retains previous momentum, causing players to shoot out at high speeds when exiting. This often leads to uncontrollable falls and lost progress.
- Difficulty forces gambling-like playstyle (weight 0.14): The punishing difficulty and lack of safety nets encourage players to take risky gambles. A single mistake often costs large amounts of progress, making the game feel like a gamble.
- Tight vertical ladder at 226M (weight 0.08): The hanging vertical ladders at 226M are painfully tight and have infuriated players. This section requires extremely precise movements.
- Water pools are not safe spots (weight 0.08): Water pools are not safe; falling from above them costs about 5 minutes each time. This makes sections with water pools overly punishing.
- Crouch bug on metal beams (weight 0.07): Crouching does not work on certain metal beams, likely a bug. This inconsistency can lead to unexpected falls and frustration.
- Sprint disabled during climbing (weight 0.07): Climbing rock walls requires sprint, but sprint is sometimes disabled, forcing players to hope it remains active. This adds an unnecessary layer of uncertainty.
- Reviewer cannot find the DLC (weight 0.06): One reviewer cannot find where the DLC is located, indicating a possible discoverability issue. This is a minor complaint but worth noting.

Gameplay feedback:
- New mechanics and environmental assets (weight 0.97): The map includes new mechanics such as pipes, trampolines, grappling hooks, and wall kicks, along with environmental assets like palm trees and rocks. These are introduced in safer areas before being tested in harder sections.
- New water and slide mechanics (weight 0.49): The map introduces waterslides, rounded platforms, and water-themed elements. Momentum on slides can be difficult to control, and rounded platforms may reduce jump distance.
- Risk-reward shortcuts in map (weight 0.44): The map features a main path and numerous shortcuts, encouraging players to find creative skips. This risk-reward design is central to the experience, with shortcuts often easier to find than the intended route.
- Difficulty spikes after 100m (weight 0.32): The map becomes significantly harder after the first 100 meters, with the last 100 meters taking some players over 12 hours. Precise jumps and mastery of game jank are required.
- Lily pads enable multiple routes (weight 0.19): Lily pads return most of the player's fall height, allowing for dozens of creative ways to complete sections. They are also used in speedrun strategies.
- Map is a DLC for original game (weight 0.17): Beton Bath is a DLC map for the original game and is distinct from Beton Brutal's main game. It is also part of the workshop.
- Practice mode aids learning (weight 0.13): A practice mode is available, allowing players to familiarize themselves with sections and find skips. This supports the map's emphasis on creative shortcut discovery.
- Sneak mechanic for precise jumps (weight 0.13): The sneak mechanic helps line up jumps and is essential for pixel-perfect maneuvers. It is one of several new mechanics introduced.
- Soft checkpoint system with penalties (weight 0.08): Failing a hard jump sends the player back to the start of the area, while failing easy jumps may cause a tumble down. This system adds consequence to mistakes without full restarts.
- Crouch fails on metal beams (weight 0.07): The crouch mechanic does not work on certain metal beams, which can lead to unexpected failures. This is a specific bug or oversight in the map design.
- Water blocks over abyss (weight 0.07): Water blocks are encountered over a 200-meter abyss, adding a unique environmental challenge that requires careful navigation.
- Arrow panels guide first 100m (weight 0.07): The DLC uses arrow panels to show the way in the first 100 meters, helping players navigate the introductory section before difficulty increases.
- Coloured sections indicate progress (weight 0.07): Coloured sections appear before the last 100 meters, likely serving as visual indicators of progress or difficulty zones.
- Invisible shortcut in red room (weight 0.07): A red room contains an invisible shortcut, rewarding players who explore thoroughly or discover hidden paths.
- Hanging ladders aid vertical traversal (weight 0.07): Hanging vertical ladders appear at 226 meters, providing a way to climb or descend in vertical sections.
- Base game tutorial comparison (weight 0.07): The base game's first 100 meters serve as a tutorial, contrasting with the DLC's immediate difficulty. This highlights the DLC's steeper learning curve.
- Keep sprint section with ladders (weight 0.07): A 'KEEP SPRINT' section includes horizontal ladders, requiring players to maintain momentum while navigating.
- Singleplayer map experience (weight 0.06): The map is designed for singleplayer, focusing on individual skill and exploration rather than multiplayer interactions.

Performance notes:
No performancepoints

Recommendations:
- High difficulty for hardcore players (weight 0.29): Multiple clusters indicate the DLC is extremely difficult, suited only for hardcore players, those with steel nerves, or players who enjoy challenges like Getting Over It. It requires persistence, stubbornness, and strong mental fortitude.
- Speedrun jumps and skips required (weight 0.28): Players mention that weird speedrun jumps are necessary, and learning skips is essential to make the map beatable. Those who dislike such jumps should avoid it, but if you know all skips it becomes very fun.
- Limited recommendation and buyer caution (weight 0.28): Several clusters advise caution before buying, questioning the DLC's value and recommending it only under specific conditions, such as having completed the base game or enjoying similar rage games.
- Not recommended for completionists (weight 0.19): Players warn against the full intended path and suggest skipping if you don't plan to 100% the game. The detour is not considered worth the money or time.
- For players seeking more challenge (weight 0.19): The DLC is recommended for those who want more color and difficulty than the original map, and for players seeking additional challenges after finishing the first map.
- Workshop maps as alternative (weight 0.13): Some recommend looking at Workshop maps instead, and buying the DLC only for workshop use, indicating dissatisfaction with the official content.
- Try original first for difficulty (weight 0.13): It's advised to try the original game first, as the DLC will be ultra difficult otherwise. Only those who could beat the base game with relative ease should consider this DLC.
- Compare with similar games (weight 0.13): Players should consider whether they enjoyed similar rage games like Getting Over It, and whether they loved BETON BRUTAL for setting itself apart from those games.
- Recommended for BLUTAL clearers (weight 0.07): The DLC is specifically recommended for those who have cleared BLUTAL, indicating it's aimed at players who have already conquered similar challenges.

Other player notes:
- Compared to Beton Brutal (weight 0.19): Reviewers frequently compare this DLC to Beton Brutal, often finding it less enjoyable due to inconsistent platforming and reversed risk-reward. Some prefer the original's design philosophy.
- Completion times vary widely (weight 0.19): Completion times range from 17h40m to 37 hours, compared to much shorter times for the base game. This indicates a significant increase in length or difficulty.
- Workshop maps add value (weight 0.13): Players appreciate the availability of Workshop maps, finding them more interesting and free. This extends the game's longevity and variety.
- Much harder than original (weight 0.08): The map is much harder than the original BETON BRUTAL, according to many players. This is a primary characteristic of the DLC.
- Base game had consistent mechanics (weight 0.08): The base game was praised for its consistent mechanics and predictable interactions, which some feel are lacking in the DLC. This contributes to a sense of unfairness in the new content.
- Fall cost increased (weight 0.08): Falling in the DLC costs significantly more progress (50-60M in base game vs 130M in this map). This makes mistakes more punishing.
- Inferior due to jank and tedium (weight 0.08): Some players find the map inferior to the original game because of janky mechanics and tedious sections. This affects overall enjoyment.
- Most players use skips (weight 0.08): Almost all players, including reviewers, completed it with skips on their first playthrough. This suggests that the intended path may be too difficult.
- Different level design philosophy (weight 0.08): Beton Bath has a different level design philosophy with soft checkpoints, unlike the original's constant threat of losing progress. This change is divisive.
- Compared to other rage games (weight 0.08): The game is often compared to other rage games like Getting Over It, Only Up, and Chained Together. These comparisons highlight its place in the genre.
- Base game had more checkpoints (weight 0.08): The base game included more checkpoints, making it more forgiving. The DLC's checkpoint system is a point of contention.
- Shortcuts available for difficult sections (weight 0.08): There are shortcuts that can be used to bypass difficult sections, which some players utilize. This can alleviate frustration but may also be seen as a design flaw.
- Different from Beton Brutal (weight 0.08): The main game of Beton Bath differs from Beton Brutal in level design and philosophy. Some players prefer the original's approach.
- Assets usable in custom maps (weight 0.08): The DLC allows assets to be used in custom maps for free. This encourages community content creation.
- Willing to pay for third map (weight 0.08): Some reviewers express willingness to pay for a third map. This indicates overall satisfaction and desire for more content.
- Speedrun strategies exist (weight 0.07): The map can be beaten using speedrun strategies from the world record by Clark. This provides an alternative for skilled players.
- Beton B-Day harder after 100m (weight 0.07): After 100 meters, Beton B-Day becomes harder than Beton Bath. This difficulty spike is noteworthy.
- Speedrun record is 16 minutes (weight 0.07): The current speedrunning record is 16 minutes. This provides a benchmark for skilled players.
- Resembles Backrooms Poolrooms (weight 0.07): The environment slightly resembles the Poolrooms from Backrooms. This aesthetic choice is noted by some players.

Emotions:
- Frustration (weight 0.24): Players report inconsistent and luck-based jumps, especially after 300m, with buggy mechanics like sneaking and palm tree interactions. Punishing sections such as Beton Bath, long fall penalties, and lack of checkpoints compound the frustration. Curved geometry and wonky new blocks make the platforming feel unfair and stuck-in-object bugs add to the annoyance.
- Love (weight 0.09): Reviewers praise Beton Brutal for its new music, colorful aesthetics, and fun new mechanics. The map is described as beautiful with interesting gameplay, making it one of the reviewer's favorite singleplayer games.
- Disappointment (weight 0.07): The DLC misses what made BETON BRUTAL stand out, with too many ideas crammed into a single map. It is considered bad compared to the base game, leading to disappointment.
- Happiness (weight 0.04): Players enjoy the increased difficulty and new theme of the DLC. Completing Beton Brutal and achieving the 15-minute achievement brings happiness.
- Regret (weight 0.04): Regret stems from purchasing the Beton Bath DLC and losing money on a purge.
- Enjoyment (weight 0.04): The acrobatics in the last 100m and the beautiful arrangement are highlights, with some players having more fun on this map than the original.
- Mixed feelings (weight 0.04): Players experience a mix of fun parts and iffy sections, enjoying the base game and seeing thought put into the new map but feeling it doesn't quite hit the mark.
- Stress (weight 0.02): Stress arises from attempting the map before completing the standard map.
- Fear (weight 0.02): Fear is caused by reaching the 300 mark and anticipating harder sections above.
- Anger (weight 0.02): Anger is triggered by tediously annoying sections and legitimate issues with the map.
- Almost quit (weight 0.02): Spending one or two hours in the red room with an extremely tight jump nearly made players quit.
- Doubt (weight 0.02): Doubt arises from the difficulty and reliance on skips.
- Admiration (weight 0.02): Admiration is expressed for the game being very difficult but cool.
- Excitement (weight 0.02): Excitement comes from crazy skips on the map.
- Exhaustion (weight 0.02): Exhaustion results from 37 hours of playtime and a slog.
- Motion sickness (weight 0.02): Motion sickness is caused by long slides where you have to go fast and don't know which direction to go.
- Annoyance (weight 0.02): Annoyance stems from slides becoming very annoying when they got very long.
- Ruined joy (weight 0.02): Joy is ruined by issues with placing your character on round tubes and faucets, pixel perfect jumps, and falling while sneaking.
- Agony (weight 0.02): Agony is caused by immense amounts of time lost on failing hard jumps over abyss.
- Less enjoyment (weight 0.02): Players enjoyed this DLC much less than the original game.}