Hey there, after months of little updates, i was worried that the project got scraped. It's nice to see it continued. ^_^
I like some of the new creative ideas like red flame out of the checkboi head.
The transition from castle room back to the crossway seems fitting.
I followed the spike on the top, and there is a green cube that shows to press 'F', when i press it, nothing seems to happen.
Is that end of the area ? Would be niče if it continued from the top of the balloon, let's say through a hole in the wall.
Are you familiar with an addon for Unity called "Realtime_CSG" ? It woold be good for boolean operations like these.
There's a staircase path on the top of the castle that doesn't seem to lead anywhere, too.
I found there's a hidden door near the top of the tower next to das baloon, but i can't enter it.
Then i visited the zeroth floor mushroom area. I got a bit lost for a while, the floor is hardly recognizable sometimes due to the posterization and lack of texture. I think a unlit shader would fit it better if you decide to keep the posterizer effect, because this way it distorts the shading..
There's quite dark in there, i think having two directional lights, each settled in opposite direction, both slighty facing down, might help.
I think that increasing ambient lighting would be better option, though, as the platforms that are above me would still stay dark.
In the part where mushroom grew of the wall, i didn't knew what to do, and kept falling down. I watched walkthrough to see that i shall come to the path on the left. It would be nice to have an arrow pointing there.
I liked the elevator with fence and mushrooms on it.
However, as the path split into two directions, i was not sure which way i should go first. I think that to make this clearer, going one way shall always unlock the other way, so a scenario where i would go one path and never visits another could happen,.
There are some changes in my perception from the first time i played the game..
The perpsective-skewed floor in the castle section now seems jarring a bit. The rotating lights are still catching my attention, but they're not fully visible with the posterization filter.
It would be nice to have a part where the ambient light would take a rest, and the lights would be used through a platforming segment..
I had a brief imagery about how Flutie used his nose as a water tap, i wonder if it would fit somewhere.
The game is quite challenging sometimes, and i'm not sure if i could finish it in one run. Could ya add auto-save feature ? Or it would be nice to have an easy mode with more checkpoints along the way.