Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Stormy

21
Posts
1
Topics
1
Following
A member registered May 26, 2023

Recent community posts

it's soc cool,.

(3 edits)

Thank you too for competing with me! The run would've definitely been stuck at a nasty 1:54 if you didn't step in to optimise this run with me together. You're really skilled and took me by surprise several times when i saw the new strats that you had developed, it was really cool to see and it really shows how speedrunning is more easily done by several people, rather than your own.

I'm excited to see your route with the ver 1.3 pimpillo! I really couldn't figure anything out, even with the extra damage on direct hit, but hearing you get a 1:33 on that older patch is very interesting.  Great work on that!

GG, I still believe you can beat my time but even if you give up, this has been a really fun week and I appreciate you for pushing this game to its limits with me :]

(2 edits)

I did it! Sub 1:30!! I can't believe the pimpillo strats saved so much time

The entire run has changed and I feel really good about the enemy arenas now! The only skeptical thing is the absolute final wave on the third arena, even though it worked out really well in this run, it's one hell of a wave to deal with.

On the positive side though, the boss should no longer be RNG, at all! You just have to deploy 3 shawblades instead of two after jumping over the boss. I also walk a little bit to the left before deploying the first 3 shawblades after getting off the bench, to delay them a bit. It gives me more time to get the second stun so that Demise doesn't have time to do another attack.

The most obvious time save is the final boss kill, I accidently took damage and I misstimed the inputs for the shawblades so it took some time to deploy all of them, I was also far off to the left when the gate opened, so I was a bit behind there too. Beating this run is defo possible but it's not something I'm willing to do right now haha

I'm super happy with this! for now i'm taking a break but If the run gets beaten i'm jumping straight back on the grind again :]

LET'S GOOO

I'm currently aiming for sub 1:32, sub 1:31 would prolly be possible with a perfect run

I'll post a new video soon, I'm still not happy with the runs I've gotten so far

Yesterday I got a 1:33 even with a sloppy ending but I'm striving for a better time before uploading! Gonna grind a bit more today :]

(2 edits)

OH WAIT IT'S NOT SUPPOSED TO DEAL 70? DAMN.

pimpillo strats are prolly dead then LOL

EDIT: WAIT NO PIMPILLO STRATS ARE BUFFED BECAUSE A SKILL + PIMPILLO DEALS 70 DAMAGE, YO??? HOLD ON

EDIT 2: I JUST BEAT MY RECORD WHILE PLANNING OUT THE NEW ROUTE FOR THE ARENAS, I WASN'T RECORDING LOL, BUT PIMPILLO STRATS ARE REAL!!! LETS GOOO

(1 edit)

oh awesome, these changes with the input has made the platforming much more smoother, it's amazing!

(2 edits)

none of my ideas worked :[

But I got a 1:35! Took quite alot of grinding to get as I wasted alot of time trying to get pimpillo bombs into the meta. Unfortunately they're way too inconsistent with the damage, (sometimes dealing 35 even on direct hit, and sometimes 70 like it should on direct hit) and the third arena is way too big for the pimpillo bombs to be more effective than the saws. Though I don't think I experimented enough, maybe it's still possible to use the bombs, I'm not sure though.

No new strats, but played on the newer patch instead. I think the difference is that the newer patch allows for more precise movement, so that alone got me just a tiny bit ahead. 

if you dash too early after a ledge grab you get turned around and dash towards the opposite direction of what you inputted

that is REALLY optimised now holy! i'm gonna try and get this one back, i have a few ideas.. :]

(3 edits)

EDIT: ACTUALLY THIS IS COMPLETELY FIXED IN THE NEW UPDATE! JUST PLAYED, THE MOVEMENT IS MUCH BETTER NOW! :DDD

You know the beginning of the speedrun before doing the "double jump" tech, how i walljumped off of the first wall, and then turned around again to dash over it? when trying to do that i realised that if i pressed dash a bit too early, the dash wouldn't register. That was what i was trying to point out, there's a bit of a "cooldown" on the dash whenever you walljump, making jumps like the one in the beginning of my old speedrun a bit harder to pull off. I wanted the cooldown to atleast be a bit lowered (if possible ofc)

it wasn't a very big deal, just something small i noticed, sorry if i was unclear. The cooldown does also exist after ledge grabbing, making dashing a bit more difficult after any of those movements

ofcourse man! you're a really good game dev for being self taught DAMN. it's really awesome seeing people giving feedback and pointing out bug glitches, and then seeing you fix them the same day, and adding new features based on what we just point out. It must be hard work and I respect you for it! keep up the great work

(5 edits)

I've played the game alot up until this point and i've noticed two different "problems". These things might be really difficult to fix though because it's about the core movement of hornet.

Right now if you were to jump even a frame before hitting the ground the jump wouldn't input and you would just stay on the ground, this makes it pretty difficult to platform precisely. If you could make it so that if you hit the jump button a little bit before hitting the ground and the jump still registering it'd be awesome! most platformers do this. (ofcourse you'd have to keep holding the jump button down, if you press and release jump before hitting the ground then you shouldn't jump.)

I've also realised that there's quite a big cooldown on the dash whenever you walljump, it's almost an entire second long which is pretty annoying at times when you wanna climb a wall, and then once you're up it, dash. it ends up with the dash not registering at all.

platforming would be alot easier with these fixed, but it's completely understandable if you don't! as again, this is about the core movement.

EDIT: either way, this game is absolutely amazing! and i dont wanna take anything away from that statement, even with these "issues" the platforming is really fun, and the speedrun tech makes it even better! great work :]

(1 edit)

I managed to get sub 1:40 by using both your tweaks and my own new discovered tech! I found out that you can both double jump and also get a boost at the beginning of each transition, explanation is at the end of the video.

really proud of how much i've discovered :]

THAT'S SO AWESOME HOLY, GG MAN.

it's so awesome seeing you try my strats and developing your own, i'm gonna try and get this back using your movement.

that's just epic strats then

harp enthusiast + extra silk meter = safe build LOL

Sub 1:50!! I don't know why I didn't use the beastmode crest throughout the entire run before but it makes a huge difference, also i did an even better fast boss kill, not sure if it gets better than that haha

there's some time loss in the second arena and the platforming up to the third one, might try and get sub 1:46, or even 1:45. (one time I got to the final bench at 1:30, this run i got there at 1:32, so around 2 seconds of time save is possible with my route)

also i gotta love how the enemies actually do kinda the same stuff every run, there's little to no rng this speedrun and it makes it even more fun! the only rng is if the boss ruins the fast kill with either jumping, doing the flame attack or dashing, however you can save the fast kill even if he does the flame or jump attack, if he does the dash attack it's over.

awesome B)

i don't have a video but the final boss hit me through the final gate once and i could just run to the ending. I got the "thank you for playing" screen but I couldn't get rid of it and had to restart.

Idk what causes it but it happened, it's really rare though