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A few nitpicks related to checkpoints: Several of the checkpoints in the first dweller-mask section are on top of ground that's not solid when the mask is on (so you respawn and immediately fall), and the first checpoint in the bouncy-cube portion would spwn me to a black screen which would correct itself after walking a few steps right (I think the camera was focused on the wrong thing).
Just getting the Time Piece at the end I had to jump on it 5 times ><
- sometimes hat kid just doesn't hang on ledges/platforms
- hat kid keeps clipping on some platforms and fall
- after falling down (and supposed to die), I spawn at the top and endlessly fall again.
If there's a gramatical error, sorry, I'am brazilian.
Really digging the style and feel of this Mod.
Keep it up dude :D
I've been kicked out of the duel. but we'll see each other again. in the next dream land.
Interesting concept. I enjoyed the level for the most part. The dweller parts were cool I think. The only part that frustrated me the most were the balloons. Either make it so she can ONLY travel left and right, or make the balloons' hitboxes bigger, or get rid of them altogether. With the way it is currently, it's just a guessing game... ><
I say this mostly because the minimal detail design that was chosen makes it occasionally difficult to properly tell if your Dweller Mask will interact with the enviornment or stay as-is. The best example I can think of is during the first "fox mask" hint in the background that was near a platform I was standing on and a wall in front of me. I figured the wall in front of me was made out of Dweller material and should use it to get past, and was quite surprised when the exact opposite happened.
Hat Kid is a nightmare to control on her own in this map due to this weird invisible "wall" constantly pushing her. If I have to put a lot of effort into a single jump, that's not a good thing. The fans in the background of the first section misled me and thought there was some sort of "gust" gimmick I simply wasn't getting.
Walls are also super glitchy and uring the first section I had two scenarios where I was clearly touching the next wall but Hat Kid wouldn't "run up" them. I had to ghost past this part, then promptly gave up when I saw the balloons. They're just simply not fun as it's far too "precise" to figure out where they are.
Sorry man!
Cool concept, maybe refine?