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Hey, I just noticed that each of the three paintings gives a different amount of points on the mission results screen. Was this intentional? I feel like not all the levels ordered their paintings from easiest to hardest, let alone made the third one four times as hard to obtain.

Then again, I also recognize that this would be tough to undo since 14000 isn't evenly divisible by three, but changing the total points would throw off star balancing, so I'm not asking you to change it; I'm just curious what your intentions were.

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This was always intentional, but maybe changing it to a 2000 / 4000 / 8000 bonus for any 1 / 2 / 3 paintings would better reflect the intent of the bonus getting progressively larger.

About that problem booting into fullscreen I mentioned before: it was on my end. My mouse has a double-click problem, and sometimes when I'd go to double-click the exe, the second click would register twice for a triple-click, which means File Explorer ended up being the active window when the game booted up. Somehow, that's what causes the game's fullscreen to get misaligned.

Mysterious.... well, I guess that's what's to be expected now when half of Windows' code is vibecoded. I'll remove that bug from the todo list.

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Hey, the description for Shattered Team on the character select screen claims that they're immune to instant-death hazards, but when I jumped into a pool of lava, I still exploded. Sure, I respawned on the last platform as a reserve member, but Penguin Cop can do the same thing (if only once). And yes, the dead member slowly regenerated, but by that logic, they'd be "immune" to ALL damage with no need to specify instant-death ones, so I think that line should be reworded for clarity.


EDIT: Oh, and the Soaker Girl/Water Balloon Girl bestiary mix-up might've been on my end, too. EDIT 2: Or maybe it's only mixed up with specific Enemy Promotion settings? I'll have to double-check at some point. 


EDIT 3: Oh, and the unlock description for Holy Cow says she "can trample anything flat with her massive bulk," but again, this isn't special to her because it takes her the same number of bounces to crush enemies as everyone else, and she can't just run into enemies like Sugar, either. I recommend swapping out that phrase for one that mentions her vertical magic lasers or healing ability.

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Noticed another one: landing after doing a running jump pushes me backward a bit instead of smoothly continuing forward movement. It happens every time I land, but is more noticeable after longer falls.



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I will need to look into this. I don't remember if the movement code is so old it uses Game Maker's built-in collision system, if that's the case it might explain what's happening (colliding with a solid object cancels the ongoing movement and requires you to manually reapply it if you wanted to get as close as possible - like sticking to the ground when landing).

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Stumbled across yet another graphical inconsistency regarding a player-character's footwear: Yal's disappears while using the Cat Sunflower's climbing ability:

This one's extra surprising because I'd imagine most people would play as Yal since he's first. Maybe they assumed Yal needed to take off his sandals to climb, but seeing as how this doesn't happen for Matt, Anikel, or Paige, I think it's safe to say this one wasn't intentional, either.

By the way, remember how I said that using the Hikkori Skull lets you move around while talking to NPCs? Same happens if you use the Rocket Pack.

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More feedback: I don't like how the ice buster and fire buster only shoot after you LET GO of the attack button. I know a bunch of other games do this as well, and I hate it there, too. It makes the controls feel unresponsive. The default green mega buster shoots when you push the button despite also having a stronger charge shot, and the much-more-common flower-equivalent ice/fire powers also shoot when you push the button, so I don't understand why you broke consistency for the ice/fire busters. I would greatly prefer if they instantly fired a regular weak shot when you push the button like the green one does.

Anikel's cheery sprite used in the epilogue has the top row of pixels misaligned and has her hair-covered eye missing despite it being slightly visible in her other cutscene sprites.

By the way, I noticed that the data.win for v1.0.8 is around 4MB smaller than v1.0.7. May I ask what all got removed? I'm just curious.

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I haven't intentionally removed anything, but since it's compiled with a much newer version of Game Maker something might have changed behind the scenes. I know graphics use a different (compressed) format now instead of using the source PNGs as-is but I don't think that's the whole explanation.

Discovered a new one: dying in crystal form as Penguin Cop will cause the reinforcement to BE a pinkranite crystal until you take damage.


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That's interesting. The sprite should be updated based on current state but I guess I overlooked instant death hazards skipping the regular transition back from crystal to regular state.