Just keeping up the DSJ throughout an entire run, is extremely difficult, with corner boosts and the occasional bug it is basically impossible without a lot of hours in the game. So the depth is there even minus the bugs.
eblock
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That all makes sense, I think the fastfalling should somehow be implemented so that you can input them at a precise timing after the jumps of speed tech to make it even faster, wihout making it easier to do as a whole but thats probably a very tough design problem, also, do the checkpoints rely on proximity to their center? Beacause even though I could not get enough momentum to skip the entire pit at the end, if I just touched the last platform from below it would count, that way I cheesed my way to a 18,00. Another thing: An online tag mode, just to toss some thoughts around :)
You defenetly did something there, this games movement can be mastered to a high degree, I can tell even though I only played for a few minutes. But there are also a lot of bugs, my encounters so far were:
-getting stuck in corners
-dash and/or jump beeing entirely disabled
both could be resolved by getting off the ground (falling off a ledge, using a jump pad or jumping if possible)
so I would guess that the player can clip into the terrain due to having slightly changing hitboxes throughout diffrent animations, hope this helps, keep going, the game is on a good way from what I can tell.
Edit:
Also add fastfalling
