Utsuhoagie
Creator of
Recent community posts
Thanks for playing!
Yeah, we tried quite hard to design levels with desync to fully utilize the reflection gimmick. That level actually has 2 ways to progress: either you jump near the end to desync the 2 Shimmy's (because the top one has 2 tiles of space but the bottom one only has 1) and then continuously jump, which was my intention; alternatively, you can also use the desynced jumps to nudge one Shimmy off the other one's position, and this way you don't need to jump continuously, this is due to the blocks being fully solid and wasn't intentional, but is equally valid.
Thanks a lot for the compliments! It was a great concept that mushgunAX came up with, and we're glad to have realized it!
And yeah, that level was my design, and looking back at it, it was definitely one of my lesser levels. Initially I wanted a kind of "save the clone + infiltrate the castle" kind of level, but if the clone did nothing then it's just a basic platformer level.
Sorry to hear that, it's a common criticism we had. The hitbox basically lasts only 1 frame so the orb should already be close to you when you swing, rather than pre-swinging. The post-Jam v1.2 did fix this by making the hitbox last much longer, if you'd like to try it.
Regardless, thanks for reviewing what you could!
Thank you for the compliments!
Which build were you playing on? Is it the web build, or any of the Windows downloads? On my PC, Mizuchi's speed works as expected on stage 3, and when focused she has a white circle over her sprite showing her hitbox just like the official Windows games, and she is slowed to about 45% of her normal speed, using a speed multiplier, so it's technically impossible to have her focused speed *not slower* than her normal speed, unless her normal speed is somehow extremely slow. Does your game have any FPS abnormalities (too slow or too fast)?
And also, the melee swing on stages 1 and 2 are also a common feedback we've had, currently it is pretty big (especially on Mizuchi's sides), but it only detects the orb for 1 frame when pressed, much shorter than what the animation suggests. Our latest non-Jam build has fixed this, if you're interested.
Regardless, thank you for the comment!