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kurath

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Aug 17th, 2017
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  1. Top left
  2. Top left gear (closest to start) might be a little annoying. Probably fine as you can choose to do it early if you prefer, but just noting it.
  3. Oh, timer doesn’t end until you leave the chamber, got it. First thought was that it’d be after you touch all the gears.
  4.  
  5. Bottom left
  6. F-jump to middle left gear might be a little harder than intended? Considering this is an area you have to go fast, trying to reach this from either the right on the bottom can be a bit hard. While this is the final world, I’m not sure on this still, doesn’t need a major change however.
  7. Ok, maybe I overestimated it from the right.
  8. Yeah ok, it’s probably fine, it’s easier than it looks…my bad. - Yeah, all of these (except the bottom right) have a few paths around them. Some of the jumps are trickier depending on which route you take and have enough of a time buffer you can dodge problem jumps if desired. The issue I think is that people will naturally want to be going as fast as possible and may not be willing to make those concessions since its difficult to know that you have that leeway.
  9.  
  10. Final times (after 1 clear)
  11. Top left – 30
  12. Top right – 27
  13. Bottom left – 39
  14. Bottom right – 42
  15. Total time – 138
  16. I was thinking of mentioning that you may be able to nerf this, but that’s actually sort of close, so I guess 150 is alright. - I'm actually thinking of rebuffing this a bit. Now I expect that players with speedrunning experience will probably hit the star range first try, its a pretty big gap. The opening requirement is pretty free if you're trying to go fast at all. The latter part I probably don't want to change, since I wouldn't want that to be a hold up. The original star cutoff time was 135 which felt a bit strict and I think sunbla got a 132 his first time around. Think i might move it to 140, this makes it mathematically clean too since its exactly 80% of the base time instead of 83.3% (though 5/6 is pretty clean too).
  17.  
  18. Screen 2
  19. Ok, explosion kills you. Good. :D
  20. Also I like that there was a song change.
  21. Huh, interesting song, didn’t expect the vocals
  22.  
  23. Screen 3
  24. I was a little worried about the “gate” in the top left and the drop after, but you can practice them in game reasonably enough and I got them consistent very quickly, so I think they’re fine. - Yeah, I think this looks a bit harder than it is.
  25. For the small blocks, you can actually land on the ledge right next to them, may need to make them slightly bigger. I don’t think it’s a problem on this screen, but I’ll point out if it causes issue/shortcuts later. - Yeah this is done just to play nice with gamemaker collisions really, fairly certain I've checked anywhere it could cause a problem.
  26.  
  27. Screen 4
  28. Save 1
  29. Save is a little hard to see, although you know it’s there somewhere (because of course it will be). - This is an interesting issue that I never really thought about because like you said, you know its there. Making it a little lighter for contrast is probably good though.
  30. Seemed to struggle a lot with the last two jumps on this save. I think they’re fine but I don’t know why I was so bad at them.
  31. Maybe the “don’t bonk” one at the end could be changed a little. - I think I can agree enough with this to nerf it a little. I've certainly blown that jump more than enough times.
  32. Save 2
  33. Same here for visibility, except some may not assume it’s there. - Will do the same on this, non-start of room saves are more visible due to the lighting but fangame players are notorious for not really looking ahead so I think its probably good to make it more visible.
  34. Completely separate thing, but it’s been on my mind for a while. Is there a way to change the save blocker to something more thematically appropriate? Something that you’d think of that would stop bullets? I’m not entirely sure what to say on this, but the grey block is…”eh”. You know what I mean.
  35. - Sunbla mentioned the same thing and its something I've thought about but never came up with anything better for, so any ideas would be much appreciated. Its certainly a little thing but I agree that its enough to feel out of place.
  36.  
  37. Just found out you can enter <blank> for the name at the start of the game. Are the leaderboards going to be used for something? - Leaderboards are there for people to waste time with as they see fit. Retrofitted saves (aka tester saves) don't process at this time (or any completion in Free Roam mode) but if you view the map via the pause menu you should be able to see the minor amount of testing data I have in there. There's some leaderboard stuff for post game and for general stage running - deaths, time, jumps and movement distance. Jumps is straightforward, and only updates on save so its about pathing your jumps rather than necessarily executing perfectly. Likewise with distance, which may be somewhat reminiscent of Classic. Numbers are actually logically a little off but its just based off the fact that the characters are about 160 cm tall.
  38.  
  39. Maybe raise the save by a block and put in a save blocker? Saves having to jump up a block every time you restart, and I seem to suck at the first diagonal a lot OpieOP.
  40. Touched a wall, guess I had a bad align for the diagonal somehow. I tabbed through a bit so that’s probably how.
  41. Damn, this is a tough save.
  42. I practiced a jump half way through a little then first tried the rest, but I seem to die quite a lot at the early parts. I think this was more an issue on my part, but I can see people struggling a little when trying to rush certain jumps like the 3rd last one (single spike onto a block, this was the one I practiced a little even though I know how it works from other games). - I think this save is probably a bit tough, I'll play around with it.
  43.  
  44. Screen 5
  45. Save 1
  46. Not sure if I was doing this right, as I always waited for the first TNT to explode to land on the blocks. This meant the 2nd would normally explode on my head but I could still run out from it after the blocks stopped. - I use the same strat, think it might be a little harder to time but its not so preicse that thats a problem.
  47. If you did a 4.5 you could reach the end even after the TNTs have exploded :). - 4.5 strat that costs time, seems not worth it.
  48. Save 2
  49. Lol at the save blocker being so far right, nice. - Reward those who try!
  50. Oh god that’s a lot of flames.
  51. God damn it, nearly first tried it then somehow went through one flame. - Nice, Sunbla got thrown off by this one quite a bit but he seems to do worse with more puzzle type segments.
  52.  
  53. Screen 6
  54. Save 1
  55. Damn, alright, needle getting difficult here. I guess the difficulty in the last save was figuring out a good route, but I got it immediately.
  56. Ok, I think it looked harder than it is.
  57. Maybe double check the drop, I think it’s fine but I can’t tell if the problem is me or not. Possibly flip the minispikes if so.
  58. A little wary of the 2nd last drop as well (jump off the block with the minispikes then through the nerfed diagonal). I think it’s ok, but it’s made significantly easier with the walkoff align than having to try to setup bonking on the block. - I think I'll change it to not need the walkoff.
  59. Save 2
  60. Diamond isn’t the greatest thing in the world to start with. It’s not bad, just “eh, it exists, alright”. - Yeah, I might tweak it a tiny bit but not too worried about it and at this point its a little relevant for timing.
  61. The rest of the save is cool though.
  62.  
  63. Screen 7
  64. Move save blocker slightly further right? - Yeah not sure why this needs a saveblocker at all, think it used to be different.
  65.  
  66. Screen 8
  67. Save 1
  68. I am surprisingly ok with this corner. Not sure why. - Its easy enough to setup since you have a whole spare jump which is why I'm fine with it too.
  69. Huh, the final drop is a little deceptively hard. Alright then.
  70. Save 2
  71. Almost beat this save in first couple of tries, rushed too much on the small gap to fall past at the end :(. - Nice, I actually have a tough time with this one but I think its just because I'm bad at sections with a lot of moderate difficulty jumps, not sure anything is fundamentally that difficult here.
  72.  
  73. Screen 9
  74. Save 1
  75. Not entirely sure about the bottom middle part (just before the 2nd TNT). Having to start the single jump is like rushing a corner, although it can arc over the spike very nicely after if you time it right.
  76. Trying to get into the gap is kind of hard as well actually, although admittedly you are home free after you pass it.
  77. Starting the drop before it also seems to cause me a bit of issue, but I put this solely down to myself.
  78. Ok, scrap the problem with trying to get into the gap, I may have been double jumping waaaay too fast.
  79. Trying to get out is definitely still an issue. - I can see that, a few px nerf on the right spike should alleviate both of these I think.
  80. Save 2
  81. Yeah this was much less of an issue for me than the previous save.
  82.  
  83. Screen 10
  84. Save 1
  85. Racing against the TNT blocking your way in a narrow corridor, I like it. Gives me an Indiana Jones vs the boulder sort of feel.
  86. Also about as hard as the previous save, much easier than the save before that.
  87. Save 2
  88. Good save blocker.
  89. Haha, very clever. Just went up after hitting the trigger and thought “whats the point in me going left?” *looks at line for the fire* “ah.”
  90. I feel like if you rushed this well, you could get the fire while it’s still going upwards instead of right.
  91. First jump of the left path is a little tricky. Far from the worst thing in the world, but may get a little frustrating. - I think I'll make a tiny adjustment on this to give an extra frame or so of leeway on both parts.
  92.  
  93. Door
  94. Yeah I can’t see a keyhole on this door, but still have to jump to open it. You can hit the top of the door at it opens too, just not the bottom. - Yeah sorry, I meant that I added one for a future version, not visible yet!
  95.  
  96. Screen 11
  97. Nice re-use of this song. Can’t remember what stage I heard it in before now. Stage 4 I think? - Its the generic hub song, appears in 'safe zones', the world 4 hub, the world 10 oasis, the opening world 11 cave and this hub.
  98. Make it clear what button to use to get out of the minigame. I just pressed backspace and hoped. (Also a reminder what the “misc” button might be for some I guess? X is probably it, but I don’t know if I’ve used it before.) - Good catch on this too, this was missed in my previous attempts to retrofit all the signs with dynamic keybind checks rather than hard set text.
  99. Rin’s rampage – Not clear to use the mouse to aim in the text
  100. Apparently Rin/Luka autosave but Miku/Gumi don’t? - Good catch on that, that's a bad inconsistency to have and one I hadn't thought about.
  101. I’ll find out another time if these minigames are somehow related to their specials, would be pretty funny if the golf and ball ones somehow were.
  102.  
  103.  
  104. Miku’s Missile Command
  105. “regular shot (Z key). And reduce…” the “and” doesn’t need a new sentence. - I'm sure its a byproduct of changing individual lines until the flow is ruined.
  106. Man, you really need attack ups for the early game. - Its a little rng-y but the main thing is its very important to not take early damage since otherwise the health drops will dilute your powerup acquisition.
  107. Score/Time grows huge when you lose all hp (to meet the size of the center text I guess). - Yeah, ordering of text settings were off, woops.
  108. Doesn’t autosave, reset and got put back in Rin’s Rampage. - Altering this and the end text.
  109. First try got me 700 points off the special :(.
  110. Took me a while to realise “AoE” meant the size of my shot too, for some reason I thought it meant the special cooldown.
  111. Hahahahaha. Yeah attack speed is very important. Pretty sure it’s near impossible to die when you get max attack and can constantly shoot too. Pretty fun. - Yeah if you get fast powerups then there's sort of a mid-section where you can handle everything easy, it'll keep scaling though.
  112. 2nd try, 12,861, because I stopped.
  113. Crap, bonus was 15k, not 10k. Welp, round I go again.
  114. Got 10k then died. I’ll continue for now.
  115.  
  116. Luka’s Labyrinth
  117. This is gonna take some getting used to, being center of the screen not center of the ball.
  118. Crap, made it to top right first try in about 70 secs, maybe this won’t be so bad.
  119. Oh there’s a crosshair in the middle of the screen, useful, but possible change it’s colour to make it more visible? - Makes sense, if you know its there its noticeable enough but it does blend in a bit until then.
  120. Oh, this one autosaves as well, alright.
  121. Considering how Luka bounces off walls, taking it slow seems much better than going fast.
  122. 67.58 seconds (only says 67 seconds at the end of the minigame), took me a few tries to get through safely but not very long overall.
  123. Ah, star is just grabbed, I see. - This one I ended up being pretty generous with the timing on but I don't see a reason to change it.
  124. Also good that this one said “Backspace to return to hub or R to retry”
  125. Dying in Miku’s Missile Command just says “Press R to Continue”, then returns you to the last save (either in a minigame or the hub).
  126.  
  127. Didn’t mention it before but nice to hear Zircons album in the first two areas, good stuff.
  128.  
  129. Maybe when you press backspace to return to the hub, is it possible to be in the middle on top of the save? Or at the bottom of the screen. Takes a while to return if you just want to check the minigames quickly. - Yeah, this was supposed to be the case, think I messed it up at some point.
  130.  
  131. Gumi Golf
  132. Ah, mulligan basically means reset. This is fine in the text, I just couldn’t remember it.
  133. Hole: 1, Par: 8, Score: 10 (ok seems good so far), Total: 2 ???
  134. Hole 2
  135. Nice ding.
  136. Crap, you go roll over the hole. - Yeah, I considered adding a sort of 'cup rattling' physics effect to make it more apparent that you were going too fast to enter the hole but that seemed like it'd just be unreliable.
  137. Hole: 2, Par: 8, Score: 6, Total: 1
  138. …for a moment I was going to say “Why is this another 1 added to my score?” then I realised I’m an idiot while typing this out.
  139. Hole 3
  140. Ok, can’t fly the ball over the water, had to try.
  141. Oh, the top path is just sand, not a line through the middle, I feel dumb.
  142. I’m amazed I was only 2 over par on that first try.
  143. “Press skip to continue” Maybe better to say Press S here? You aren’t exactly skipping anything. - Yeah, another case where I missed using the keybind check. Right, I see how I missed this. It wasn't in code but actually put into the sprite itself.
  144. Hole 5
  145. Softlocked on the wooden pole. Mulligan required. (Video recorded to show exactly what happened)
  146. This hole be broke. Ball (while slowly moving) tends to push a block out of alignment (literally shifts it back) then the ball gets softlocked. Video recorded to show. - Okay this was a horrible mess but it SHOULD work fine now. Atleast I was able to get it to bounce around inside the wheel loop for like 45 seconds straight with no weird behavior a few times in a row.
  147. It’s just while the ball is rolling slowly, while moving at high speed it’s fine apparently.
  148. Took me 16 strokes to finish. About 6 were spent on the first shot. - This has been a thorn in my side for a while, I thought I'd fixed it, guess we'll have to see again.
  149. Hole 8
  150. Slow moving ball+wooden block=Pushed over the grey solid to right next to the hole.
  151. Shots taken: 5
  152. End Total: +12, screenshot taken of Scores/Total if you want to use them for info.
  153. Ah, so Par is what you need for the ability. A little confusing having score 75 (whereas in the game it just lists the individual holes score, not the overall) when your “score” (Total) is actually 12. - Yeah, it sort of makes sense from a golf perspective but does reek a little of inconssitency
  154.  
  155. Text
  156. Is it possible to reduce the spaces between the lines? Then more lines at once before you have to “scroll” (your eyes) back to the top. Just makes it a bit easier to read. - This is something to go over. The cutscene thing was just a placeholder forever and just kind of stayed there, again I don't see this as a super important part of it but it would be something I would like to improve.
  157.  
  158. Boss
  159. Well this is certainly looking different to the first version. You have been busy.
  160. I’m going into this with Miku and Lukas specials, not Gumi/Rin.
  161. Ah, and I see their colour is lit up at the bottom to represent that, nice.
  162. Is there any way to choose who you start as for this?
  163. *goes back, reads sign in front of boss* Skip button (maybe replace with S again?) gotcha.
  164. Oh, the giant portraits (that shrink) don’t show up after the first time, ok. - Yeah, just supposed to give a little more info the first time around.
  165. So apparently, running into a spike kills all 4 characters? Seems a little harsh but I guess it’s pretty hard to die to a spike in all 4 areas here.
  166. Hahahahaha I love mikus ability, very nice.
  167. Ok, this info is partly from when I took a quick look a while ago. In relation to the Portal Strength. Does it increase logarithmically? Because it seems nigh impossible to get its health under 4k and it increases incredibly slowly when it gets close to 9k. - Its an expontential function, but similar enough in concept I suppose.
  168. Might have broken the dev tools a little too, couldn’t put on invincibility to check something, accidentally pressed page up, that turned it on, couldn’t turn it back off without F2. (…later after the F2 I checked and they worked properly again, alright then.)
  169. Yeah ok, with god mode/teleport, I got the portal strength to 4913.04. Killing the crystals clearly lowers the rate the strength increases, but I don’t get why it goes logarithmically instead of linearly. - The idea is that I wanted the portal strength to roughly hit a range of 7500-9000 based on how quickly you do it, a linear scaling would make performance in phase 1 more substantial than desired.
  170. Not sure about this idea, but give the player an option to return to the portal if they beat phase 1 and decide to keep the hp they got it stuck at originally? Not sure how simple this is.
  171. I.e. player beats Phase 1 with 7500 strength, decides they want to try to get it lower, can’t seem to manage and want to try Phase 2 but realise they can’t without rebeating Phase 1 anyway. - This should exist, always appears for me anyway, did it not show for you in the second phase? Might be a reference broken somewhere.
  172.  
  173. Ok, now to figure out the individual parts.
  174. Oh my god, the Luka special is the Next Stage sphere. - With the exception of Miku's (which to some extent of is a reference to everywhere) they're references to various well known avoidances associated with the particular character.
  175.  
  176. Bottom Left
  177. Start seems a little hard, but the Miku special clears the top right/bottom right enemies out quickly.
  178. Ok, not too bad without it, just have to take it a bit slower.
  179. To re-emphasise the portal strength thing, it’s already had 3700 and I’ve just been able to kill the bottom left crystal (Probably the quickest one, debateable with top right.)
  180. It’s nice you remove the spikes too after the crystal dies, and that bullets from the four rooms can’t get back to the middle room.
  181. Are the kids still spawning while the kid spawner dies as well? (noted after the kid ships in top left) - So once a kid begins spawning it will continue spawning even if the spawner dies.
  182. Uh…on my last attempt there was a kid spawner in the bottom right of this screen, but now there isn’t.
  183.  
  184. Top Left
  185. Man, those kids are a real pain in the arse, Miku special cleared them out again but died in the process, didn’t see how much hp they have. - Specials do more than 1 damage to most things and depending on angle/speed (since Miku's special is rng360 + rng speed) they can hit more than once too and really wipe 'em out.
  186. 2 crystals dead, 5983 portal strength (I’ll stop mentioning this here).
  187. For some reason I didn’t think I could get up on the right side of this room, I was wrong.
  188. Due to the sprite of the spider it’s a little harder to shoot the crystal on the right side than the left. Not too bad when you figure it out, but took me a bit. - Its a metal octopus, damnit. Not a spider
  189. Ok, correction, you lose like half the hitbox of the crystal. - This used to have a bit more overlap, I'm personally fine with the way it is now.
  190. Also, the kid ships can shoot while they’re dying. They’re fine to kill without Miku again, just have to take it a bit slower to be safe. - Yeah they probably should stop firing when the death animation starts. Will fix that.
  191. Fireballs keep falling in this room after the spider dies? - Yeah, think I'll change that. Existing ones will linger but the spawners will disappear
  192. Should kids spawn at 3 hits instead of 4? (8 total, right?)
  193. I guess it’s just the fireballs that don’t stop until you leave the room, another attack did.
  194. Oh, they stopped this time. I don’t even know how I get these things.
  195. Tiling errors along the bottom row? - That tiling is procedurally generated, might have just come up with a combo that looks weird, I'll have to review.
  196. I started shooting on the right, and finished him on the right. Normally I end on the left, are double hits possible? (Very difficult if so) - Yeah, I decided to leave it there but its quite hard to pull off.
  197.  
  198. Top right
  199. There’s a block where there shouldn’t be above the right side platform? - The blocks are identical but apparently there is a weird tiling issue. The tile appears fine and symmetrical in gamemaker but once compiled it was hosed. Did some fooling with it (deleting/replacing) and its fine now... weird.
  200. Yeah ok, block isn’t there above left side platform.
  201. I think this room is ok, but I’m really not sure how to best deal with it yet honestly. I take too many hits. - Its definitely a dangerous one to rush. I always did it 2nd (since 3rd spawns the star shooting object in the middle) because it'd be easier to do quickly.
  202. Oh, music loop may need a bit of improvement. Not as bad as World 10 but still slightly jarring mostly when you notice it.
  203. I need to start with this one because I’m not good at it, but I want to start with the left to slow down the Strength, gaaah. - That's good, I wanted it to be a factor for people to figure out their preferred path through the escalating difficulty.
  204.  
  205. Bottom right
  206. Cool, you remove the extra enemies, thanks for that.
  207. I imagine some may take a bit of time to figure out the solution on this.
  208. Wave 4 was slightly annoying at first until I got the pattern down, still feels quite slow to kill them but it’s probably about the same.
  209. Also a bit easy to accidentally shoot a crystal if your spot is bad.
  210. Good, Miku special doesn’t hit the crystals.
  211. Wave 3…crap I missed where the grey orb went. - There's actually another way to identify the correct crystal at all times, but its not easy. (Two ways actually, but one is ludicrously minor)
  212. Wave 5, you can basically stunlock one guy into never teleporting, is this intended? - Its something I was aware of and left in but I'm not really sure why. It makes the phase kind of trivial.
  213. Bottom middle crystal is a little harder to hit, can do all the others from various platforms but this one you have to be right next to. Not sure if lowering slightly is good or not as it could mess with trying to shoot some enemies. - I'll look into adjusting it. Previously it was too easy to hit (top part was always hit shooting across the line of the lower platforms) and I probably overcompensated.
  214.  
  215. Phase 1 clear at 7317.17 strength.
  216. In short, logarithmical health increase I’m not sure about.
  217. Bottom left may be slightly too easy? But it does take a little bit of figuring out a route I guess. - I found it gets pretty messy if you save it, though I assume most people won't since it reduces the power gain so easily, though it makes the other sections harder.
  218. Top left asymmetrical spider shot might be a slight pain to some people, but it’s alright and can make shooting from the other sides more interesting.
  219. Bottom right crystal maybe needs lowering slightly? But this may also be a bad idea. Also is stun locking an enemy in wave 5 intended?
  220. Top right…I’ll be honest I still wasn’t good at this, mostly because of the kid spam. It’s probably fine but my strat was effectively to tank it (also with Lukas shield) and hope to get through fast. - The respawn rate on the kids here is much slower than in the bottom left, and I always ensured the one shooting block level was dead before going up (sunbla actually ended up doing the same strategy, too).
  221.  
  222. Boss Part 2
  223. I like how the spikes fill the floor, that’s cool. - That took reducing equations with derivatives to make work the way I wanted. Its been a while since I had to use calculus for anything.
  224. Oh god, a bunch of kids spawned and that became a mess fast. - Definitely parts that can feel overwhelming quickly but are easy to figure out (hopefully!)
  225. Also lasers?? - I liked the laser animation I made for this so I had to keep doing it.
  226. Ok, touching the portal hurts you, got it. Not sure if this should be changed or not tbh. - You have to get reasonably close to the middle to take damage, I don't want it to be a huge source of risk but it doesn't feel right for people to go straight through it.
  227. Name text shifts downwards when you die. - Stupid GM text formatting functions
  228. Oh specials can only be used once here. Well that changes things.
  229. Lasers seem a little hard to reach sometimes, can be too far away.
  230. Uh…the music just decided to be much quieter than normal for some reason. Had to close/reopen the game to fix it. (Later, post kill, I was retrying to check some things, restarted just as I killed the boss, boss song muted itself, close/reopen to fix.) - Yeah didn't really consider that, it fades out and doesn't fix the fade unless you actually let it complete. If you do restart before the fade finishes that'd happen. Easy to fix though.
  231. CRAP, after the electric attack (which alternates between a plus/cross shape and a square) I nearly first tried the rest. Died at 551.17. The platforms starting to move caught me off guard too. - So the middle section of the fight sunbla felt was too messy and as such, I tried to 'simplify' it a bit but for the most part that meant nerfs. Wonder if it might've ended up too easy given 4 hp. I don't want to get caught in the typical fangame trope where a final boss is brutally more difficult than anything before it but I don't want it too easy. I'll probably ask more about this later.
  232.  
  233. When the lightning appears through the floor/ceiling, for the attacks you can shoot, these are pretty reasonable as you’re spamming shoot already anyway. The part where the platforms start moving may catch people off guard repeatedly, and it can be a little tricky, but I think it’s fine.
  234. Ok, for the lightning wall at the start, it felt a little difficult because I was jumping around trying to kill the kids, but you can avoid their lasers fine while inside the square and I get how it spawns now, attack is fine. - Yeah, this one seems a little crazy but its all about not overdoing your actions. Its easy to juggle a couple lasers inside a box if you're careful and as long as you don't make any wild actions - like going down two platforms to shoot a kid - it always spawns the lightning box in an easily reachable spot.
  235. I’m glad touching the kids doesn’t kill you. - Yeah, they don't in phase 1 either but its probably not worth it to test that theory
  236.  
  237.  
  238. Attack spawned from the walls, then ceiling, then walls. Attack sprayed out from the middle, barely passed me, killed the portal. Just Luka left alive. - Thats a quicker kill than I ever achieved.
  239.  
  240. GG
  241.  
  242.  
  243.  
  244.  
  245. Credits
  246. “Whatever” 6th or so line? Doesn’t have a full stop before it.
  247. Oh my god, that delicious fruit line. - I doubt most people will appreciate a bad pun that much but that's their loss.
  248. OH MY GOD THIS DEL FRUIT THING HAHAHAHAHAHA. - Wanted something amazing to really be memorable at the end, and sometimes the quickest path to amazing is amazingly stupid.
  249.  
  250. You have big plans Kurath. Many people do. But you’ve had the balls to pull it off. Well done.
  251. Final Deaths: 6384
  252. Final Time: 19:21:25
  253.  
  254. Music cuts off a little at the end of the credits, feel free to let it play out on the Thank You For Playing logo. - I'll just the timing a tiny bit.
  255.  
  256. No extra right now? - Boss thing is the only extra planned. Speedrun mode for postgame being the other option.
  257. Collected stars, never mind.
  258. Cool boss extra thing. Maybe I’ll try that out another time.
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