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Very nice demo!  I have 3/4 secrets, but that last one I'm at a loss for.  There's a patch of green platform-y grass under the ground in a map area nearish the start, but as far as I can tell that's just a bug resulting from mislayered textures for the nearby dead tree that's part of the same tile.  There's also the log in the ghost area which, if it is moveable, I have no idea how to move.

I quite like the different movement options especially the air-hook uppercut thing, although that's presently useless lacking moving platforms not to mention a downwards aerial attack.  The base run speed is a bit slow, and the pegasus dash hardly helps since you lose dash state when attacking, but you can quickstep backwards across maps pretty quickly if you really want to and I can put up with the slow pace mostly.  It's most annoying when backtracking through previously explored areas looking for secrets, because although the movement is fun when dealing with obstacles enemies are quickly not a threat (except for the lack of healing options making even trivial damage annoyingly persistent if allowed to accumulate), yet still take a long time to deal with just because of the self-hitstun and inability to attack and move/dash and in some cases the elevated spawn rates.  It really is a minor issue, though; the game is quite fun overall.

If there's a way to beat the boss without just tanking a bunch of hits, I don't know it, but tanking a bunch of hits worked fine. He's a bit tall to jump over without taking damage, and his attack where he briefly goes underground both doesn't have him underground for very long and doesn't have any way to trigger it that I can tell.


I had fun with the secrets so far, but would appreciate more.  Like, it would be cool to have a secret area accessible from at least one of: the Pegasus feather room, the dash boots room, the secret hp up room near the mattock. Maybe a combat trial or an obstacle course or something. 


Anyhow, thanks for making this and good luck on the next update.

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Thank you! It sounds like you were really close to that 4th secret!

A lot of item rooms will be going away soon as the map is much bigger in the full version and items are spread apart. I wanted a way for everyone to try the items early in this small demo, sort of like a vertical slice of the full game. Adding combat trial is a good idea! I’ll definitely take into account more abilities to attack on the move, and I think one ability that’s already in the works will make you happy, it lets you burst forward even in air, like an offensive back-dodge, but forward. Oh, and did you know that you can also climb up onto jump-through platforms you’ve hooked onto from below by pressing up? You’re right on the money with using that ability in the future for floors that  move or disappear/re-appear. I think it’s going to be good as a boss mechanic as well, a way to get out of the way when the floor is unsafe from an attack or maybe a lava flood?  With the current boss, you can also force him back. Attacking him may not directly hurt him, but it pushes him out of the way until your target is clear. Just be ready to dodge when he starts to swing. His big throw attack also has a very important trigger. :) I bet you’ll catch it next time you beat him, now! 

The log was just my idea of a spooky looking bridge, but I love the idea of being able to push/roll a log out of the way to open a new area! Thank you for all the great ideas and for playing! Every bit of feedback helps make the game even better. I love your ideas! 

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Still looking for that fourth secret.  What I've found so far:

There's no light puzzles in the game as far as I can tell.  I'd guess a light puzzle with the jack-o-lanterns to open the glitched grass floor if there was anything that could be a hint for it, but I'm not seeing anything.

You can up-hook the top of the screen in both ghosty forest rooms but not in other rooms.  You can't crawl up after hooking in any of the spots I could reach, however.

The first ghost forest room, the one with a lot of ghosts, keeps playing ghost sound effects even after all the visible ghosts are killed.  Perhaps there's one in a secret somewhere? You can hook the underside of the big block that divides the screen on the right, but again you can't climb up.  The log isn't anything based on the last comment, but that's in the room, too. The crow in the boss room has sounds playing even when it's not there, though, so maybe this is similar.