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Bit of feedback on the Boss Rush: it's kinda annoying that it always puts the cursor on Play instead of Extras when you die. I often wanna try again immediately after losing (especially if it's an early loss), but tapping the confirm button when the game fades back in just ends up loading my main game save. Maybe, instead of going all the way back to the title menu, you can have it load the character select menu after dying instead? It'd be extra nice if you also have the cursor start on the last played character instead of its usual default, too, but maybe that's asking too much.

Oh, and I noticed that if my last-loaded save was on a harder difficulty, the Boss Rush mode also inherits that same difficulty level, complete with the fire banner and misaligned top-left flame shadow. Was that intentional, or did you want the boss rush to be on a set difficulty for all players?

Also, minor graphical inconsistency: dying in the boss rush refills your health when the game starts fading out.

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Inheriting the last savefile's difficulty settings was not intentional, looks like the data isn't cleared properly.

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Oh, I don't remember if I mentioned this before, but it'd be nice if the inventory lets you push left on the left edge or right on the right edge to move the cursor to the other side instantly.

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One of Sugar's running frames is missing the hair outline on the right side. It's extra-noticeable in the hub/world map where the game is zoomed in and loops the running frames when you move.


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Revisiting the spinning spike logs, it turns out they have a much bigger problem than the one I mentioned before, and this is likely the real reason they gave me such grief: they can hurt you whenever, even if the spike isn't close to being in position.


This can also happen jumping at them from below, not just above. As far as I can tell, the only situation it can't happen is if you're already standing on them.

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I need to look into this and make sure the hitbox data is correct. If it can't happen when already standing on them, it's sounding like the vertical speed is enough to clip into the damaging part before the terrain collision snaps you to the ground.

Maybe, but I'm not so sure since my second GIF shows me getting hurt before reaching the ground.


By the way, I noticed that one of the test players is credited as "OiviaSilver." Is that a typo of Olivia, or is that really how the username is spelled?

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That is a direct quote of their username.

Thanks again for regularly responding to my comments. I do have one more question, though:

The sound test says that Frozen Hearts was the theme of a level in Final Columbus, but I recently beat that game and never heard it there. After I beat it, I edited my save file to put me back beside alternate paths I had skipped, eventually finding all nine gun upgrades, all five secret NPCs, and even stumbling across what I'm pretty sure are unused rooms (such as a speedbike tunnel, other final boss phases, and an alternate ending with Ninja), but I still never found any room that plays the track in question. I even cheated my way into That One Level (since it's inaccessible normally), which is what I was certain you were referring to, but no, that level plays a completely different track throughout. Is the reason only two people recognize Frozen Hearts because it was from a cancelled/unreleased build? Or if I just overlooked it, what's the room number that plays the song (and if relevant, how do I trigger the song to play)? I'm pretty sure I checked all 240 of the game's rooms (a room value of 241 crashes the game, saying that the room doesn't exist), so the only other thing I can think to do is ask you.

Because if that level really never saw the light of day...well, first, I'm curious how it managed to be worse than putting the factorial punishment after the escort maze, and second, I'd appreciate if its sound test entry was reworded to clarify that the level was unreleased since part of me was looking forward to seeing just how annoying that level was, and it would've been nice to know ahead of time that the level isn't actually there.

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There's a hidden ice level which uses it, I don't remember how to access it but checking in the game's files its entrance is in room 251. (So there are more than 240 rooms, it's just that some were deleted leaving gaps in the structure)

(Room 254 is an unrelated, unfinished 8-bit level)

When I set my save's room value to 250 or higher, the game crashes with an "array index out of bounds" error before even reaching the file select screen. Any idea what the problem might be? Even the nonexistent rooms let me reach the file select and only crashed (with a different error) when I tried loading that specific file. As an experiment, I set my room number to 30000 and got the exact same error as with rooms 250+, even though I'm pretty sure there isn't a room 30000, so I doubt its something like the rooms not having properly defined in-game area names or something. All I can think of is that the GM8 compiler has a hard limit of 249 rooms and simply left out those higher-number rooms when making the exe, meaning the level was accidentally unreleased after all (or maybe the v1_2_15 build you uploaded to itch is outdated and isn't actually the final Final Columbus :P).

If the problem is somehow on my end, can you upload a save file that starts in that room without crashing?


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(or maybe the v1_2_15 build you uploaded to itch is outdated and isn't actually the final Final Columbus :P).

...this might be the issue. That would also explain why you weren't able to find the entrance just exploring normally.