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(+1)

First off, Thank you SOO MUCH for your comment. ๐Ÿ™๐Ÿ™๐Ÿ™

This is such helpful feedback. I haven't gotten the chance to test the game. It was just me testing it on my own, so some of these issues you mentioned I would have never been able to uncover. So thank you!!!


Regarding what you discussed:

- The funniest part is, I originally had hours accounted for in the timer, then I removed them because I thought it wouldn't be necessary ๐Ÿ˜… 

I, however, did not forsee the timer resetting as a result of that. My bad. I'll make sure to fix it. 

- The spring boards thing is something I was aware of, but decided to leave it in as it presented some "tech" to the gameplay. I figured it would be something cool for speedrunning. A minor boost if you approach it the right way. I designed around it so that you can clear all the spring jumps without needing that "boost", but players in-the-know would approach them differently and thus benefit from it to gain time.

I'm honestly torn on whether or not to keep or remove it. I hope it didn't cause any issues? If yes, then I guess it's best to remove them just to be safe ://

- For the vertical and horizontal flames in level 30. I'll adjust the layout of that section to be more readable and easier to anticipate. Thank you for your feedback!

- The final level is indeed intended to be difficult. However, the last section with the arrow platforms was not intended to cause cheap deaths. I made it that way with the assumption the player wouldn't stop on each platform, but make a run for it from one to the next and thus not be in danger of being crushed. But in retrospect, I see how that could catch someone off-guard without prior knowledge. I apologize for the frustration! I will adjust the layout to fix this. ๐Ÿ™๐Ÿ™

- I'll be adding fullscreen for sure. Noted! ๐Ÿ˜๐Ÿ‘๐Ÿผ


Aside from that. Thank you so much for playing!

I'm so glad to hear you enjoyed and liked the game enough to finish it, as well as to take the time to comment all this! I'm also very happy to hear you liked the music. I appreciate the kind words! Truly. Thank you! ๐Ÿ™๐Ÿ™

One final time, thank you SOOO SOO MUCH for playing and for this comment. And I apologize for any frustration those unintended issues may have caused you. I will make sure to fix and address all of em in a future update.๐Ÿ™๐Ÿ™๐Ÿ™

Awesome dude! I'm looking forward to it. Also, I'm heavily impressed by what you have in store for the future. Keep making games dude. You've got a knack for it.

Thank you so much for the words of encouragement. I really appreciate it! ๐Ÿฅน๐Ÿ™

I definitely plan on making more games in the future! Hopefully they can live up to your expectations. ๐Ÿ˜


(P.S. I updated the game to fix the issues you mentioned. You can check out the devlog for a short summary if you don't feel like replaying the game again haha.)

If you have any additional feedback, please feel free to share it. I will try my best to address and fix as much as I can in future updates.

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*The game is in full screen, but it doesn't fully adjust as seen above*

Okay. Here's my time now. I like the checkpoint at level 30. Though, I'm not too sure about the checkpoint at level 24. Not that it wasn't appreciated, I was just concerned that enemy that used to traverse the bottom of the level is no longer taken into account. Though, it's not a bad thing.

Also, now I've done it under 1 hour for real this time.

The springs were really beneficially. It's very consistent. Though, the level with the flames isn't nearly as entertaining anymore. I know I was complaining about it beforehand, but now it feels like a cake walk.

I have a massive suggestion. The level design that you had before the patch, make that a challenge mode. Without the checkpoint flags and the confusing flames. And maybe you can add a few more extra mixes to the stuff (if you still want to work on this game further).

Anyways, well done again. It's looking very spiffy.
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Regarding the fullscreen thing, I apologize. I'll look into it and apply a fix asap. Thanks for letting me know! ๐Ÿ™


For level 24, I was hesitant to include a checkpoint at first. Because, as you mentioned, it does render the enemy irrelevant.

I considered making the checkpoint save the enemy's position when you activate it, thus not breaking the original design. But I thought that could prove frustrating if a player reaches it somewhat late and then gets stuck with an overly punishing enemy placement. Causing more unintended pressure for the second section.

Ultimately, I decided to reset the enemy for extra breathing room just in case. It's better than the alternative.

I think even if it breaks the level's original intent, it's okay. Since it would help alleviate some potential frustration for players. So It's alright ๐Ÿ˜„


Your suggestion for a "challenge mode" is something I might attempt at some point.

Although, I feel to justify an entire different mode, there would need to be a substantial change in difficulty overall across the whole game.

For now, the fire section and only 2 checkpoints don't change the overall difficulty that much. And so, are not enough to make the mode worth it imo.

I'm not opposed to the idea though!

I would just need a TON more feedback from even more players to decide. It would depend on how many more sections players find to be "troublesome". If there are enough, then I'd revert the changes and segment them into a separate challenge mode.