Would you be willing to make the game downloadable?
Imaynotbehere4long
Recent community posts
I haven't made it very far, but one thing that would definitely improve the game is the ability to complete multiple missions in a single run. After unlocking the "reach floor 6" mission, I made it to floor 6, but because I chose the "defeat 7 enemies" mission instead, that's the only one the game counted, and it's always demoralizing when games make you redo stuff you've already done before allowing you to progress.
Oh my goodness, that was it. After finding out that you weren't kidding about how the game gets buried in searches (even with the "Heart of Ruin" added to it), I stumbled across the build you uploaded to Game Jolt, which is 1.2.19 and includes a bunch of other changes, like an existent room 241 and a combo mechanic that shows how many times in a row you hit enemies. Any chance you'll reupload that as an update to Final Columbus over here? EDIT: If you purposely chose to revert back to 1.2.15 for some reason, maybe you could give people the choice of which to download? EDIT 2: On second thought, maybe it'd be better to stick with version 1.2.15 since the upgrade for the Chain Core wasn't implemented (the sidequest seems to stall after giving the Master Floppy to the shopkeeper), meaning you don't get anything for fighting your way through that nonsense. EDIT 5: and the new boss fight against the electric-gun-wielder crashes the game when you try to speak to her afterward, so there's another reason to stick with 1.2.15. EDIT 6: and 1.2.19's credits are missing the comments/descriptions for the enemies/staff, but it does list all the enemies that were missing in 1.2.15's credits.
I guess I only have one more question: 1.2.15 has an unused music track called "sound87" that isn't present in 1.2.19 at all. What's the story behind that track? Was it a prototype of Frozen Hearts, a track for another one of your games that you considered reusing, or something that someone else composed and you included by accident?
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?

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.
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.
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.
I only just now discovered that Holy Cow's illumination orb also doubles as an attack that can hurt enemies (I was under the impression that it was ONLY for "lighting the way" and the sky lasers were her only offensive spell), so whenever you go to reword their descriptions like I suggested before, I'd appreciate if you made this detail clearer as well.
A bit more feedback: I like how the powerup-loss effect happens when the player is only one hit away from death (or two hits for certain weak enemy attacks or high-HP characters), as it functions as an in-your-face warning that you're about to die and should be more careful. However, there's no such warning during boss fights, where the player is immune to losing powerups; it's just the same as every other taking-damage animation until suddenly you're dead. The most that happens is that your tiny health bar in the distant corner of the screen subtly glows red. It'd be nice if you could add some type of more-obvious low-HP warning for those situations as well.
You mean donuts don't come back. :P "Does" is only for third-person singular nouns in present tense, and "donuts" is plural.
I will say, I'm having trouble seeing how players can get stuck in multiplayer without getting stuck in that same spot in single player, but I guess I'll take your word for it.
Anyway, here's another that I noticed a few days ago or so: the diagonal whip has a much-thinner hitbox than the horizontal whip. This is easiest to notice while trying to clear away the green skeletons' fog from a standstill, which is significantly harder to do diagonally:

You can tell by the skeleton's throwing animation that the top image isn't the fog disappearing on its own because of when those animations happen relative to each other compared to when they happen in the bottom image, where the fog *does* disappear on its own.
Falling into a bottomless pit in a dark level still has the player's spotlight bounce back into view for a bit. I figure you already knew about this one and tried to mask it by covering the dark-level pits with death water, but the problem with masking an issue instead of fixing it is that if you miss a spot, well...

Oh, and that reminds me: if the player activates a solid donut block, it always comes back as a regular jump-through donut block. Was that intentional? If so, what's the point of having solid donut blocks in the first place if it makes no difference whether or not they stay that way? Was it just for visual variety?
Here's another one I've known about for a while but didn't get around to reporting until now: the Fire Bomb Girls' projectiles don't disappear when off-screened. Instead, they hang in limbo until they're back in the screen's activation zone, potentially resulting in an unexpected cheap hit.

(Note: I don't mean the first two stray ones that actually hit me, but the ones after I start jumping back up.)
Stumbled across a new one just now: if you rocket-boost into a concave ceiling corner in just the right way, you can get stuck forever.

EDIT: Oh, and for completeness' sake, I figured I'd also mention this other, less severe glitch I encountered while trying to recreate the previous one: rocket-boosting into a convex ceiling corner can cause the rocket to hang, but this one is much easier to escape from.

An addendum on the "add obstacles instead" option not being indicated enough: when you go to change the in-game description to mention that it can be either extra platforms OR extra obstacles, please replace "no help" with something less specific like "no change" to make it extra clear that the option isn't just for more help.
You added the option to turn gore off for those who are squeamish, right? If so, it just occurred to me that you might also wanna add alternatives for stuff like the meat factory and flesh tilesets/backgrounds as well, along with alternatives for the decorations in the fake Reinforcements boss room.
Noticed this one several days ago but only just now got around to capturing footage: chasing enemies (such as the Human Rockets) will continue gaining momentum while the player is switching/losing powers, allowing them to make much sharper turns than they otherwise could:

EDIT: On the subject of issues I noticed days ago but never got around to mentioning: holding a mega buster charge and entering a door will result in the "eeeeee" charge sound playing continuously, even if you exit to the world map or even the title screen. Even if you then set "SFX Volume" to 0%, the "eeeee" keeps playing. The only way to stop it at that point is to do something that mutes all audio, like die or close the game.
This has been bothering me for a while, but I think I finally know how to voice my concerns: the frame of the spinning spike log that hurts you doesn't look like it should hurt you. This is because it has the bottom of the spike outline bending downward (by a lot!), making it seem as if the spike is pointing towards the camera and the player would land behind it, but that's not the case. I think you were going for one of those slightly-downward-tilted-camera perspectives like what NES Ninja Gaiden does, but the problem is that the entire rest of the game is strictly straight-side-view like the Super Mario games, and this perspective conflict makes that hazard unintuitive. Please redraw the log's harmful frame so that the spike graphic isn't cutting into the log graphic, or at least so it only has the spike's outline overlapping the top pixels of the log. Maybe also make it so the harmful frame has a brighter spike for added clarity.
Stumbled across a few more regarding Chibie. First, her wings don't get shadowed/inked in the Unfinished Swan room. Second, her wing animation freezes if you cat-grab onto a wall while floating (so if they're in the middle of closing when you grab the wall, they'll stay in that partially-open state until you detach). Third, even when gore is disabled, the healing effect when she kills an enemy is still blood-red (though I'm not sure how much you'd count that one). I'd upload some more screen captures to show these, but itch is breaking my images again.
Oh! I just thought of another potential solution with the Nitro Bomb: even if you don't change anything about how it works (which I still think you really should), you could just have the boss rooms overwrite the powerup like you do with the Balloon Cake. That way, even if players switch back and run out of ammo, they still have the given powerup to fall back on.
Finally got this one on video! If you do a running jump into the bottom corner of a ground tile at just the right spot, you'll get stuck there until you move backwards out of it:

Keep in mind it happens with ALL solid ground tiles, not just bricks. Looking back at the footage, I think it might be related to the "get pushed back after landing" bug I mentioned earlier since the afterimages stick around until after I escape the wall.
You're right; I double-checked, and the regular bomb's explosion also only deals a minuscule amount of damage to opposing players, though this is masked by the bomb itself dealing a reasonable amount of damage on contact, pre-explosion. Even if this oversight got fixed, though, I still think that having the Nitro Bomb deal recoil damage is going overboard. You didn't add any similarly-massive drawbacks for other objectively-improved versions of powerups like the long whip or the axe/boomerang sword; at most, you just gave them a cooldown period and made them rarer. You should do the same for the Nitro Bomb, maybe even limit it to being a pricey shop-exclusive item like you did with the gold leaf, but no recoil damage; that's going too far.
Anyway, I stumbled across another one: if you're one whip's length away from your opponent, you can still hit each other with a down-angled whip attack, even if you're directly in front of each other instead of below at an angle:

Weirdly, it doesn't happen if you're too close to each other; you have to be at the edge of the whip's range for the discrepancy to occur.
EDIT: I almost didn't realize your intent with the jumpthrough arrangements for Prison Maze because the Skybase tileset's jumpthroughs are just flat clouds at the top rather than being full squares that can fill out the intended wall/prison bar shapes. You did a good job at making sure all the other available themes had square jumpthroughs, though.
Hey, I'm not sure we're on the same page about how strong the Nitro Bomb's explosions are, because I double-checked and confirmed that they barely do any damage to your opponent, only really hurting yourself:

If you meant against the regular enemies, what makes those explosions so much stronger than the regular bomb powerup that they needed to be balanced with recoil damage? Seems more like you were trying to do a Decoy Effect rather than counterbalance an overpowered item. The only benefit I see is that the explosions are *larger,* but there aren't many levels where you can end up getting beset on all sides by enemies like this, so its potential uses over the other powerups are very small in practice. This honestly seems more like a "three-second cooldown" situation at most, but even if you still want to go down the route of permanently-limiting its uses, you should at least give them a separate ammo counter instead of taking away the player's HP.
Though as an aside, I thought I'd mention that the ammo limits were one of my least favorite parts of Gun Princess 2, and I was glad to see that DDG2 did away with them, so I still recommend the cooldown option of the two.
Oh, and I forgot to mention this one last time: dying to enemies in the Unfinished Swan room removes the player's shadow.

EDIT: Another glitch with the Hikkori Skull: phasing upward through a jump-through platform lets you phase again before you land, just like phasing into a wall does. EDIT AGAIN: Same goes for if you Hikkori-phase upward from a standstill; you get to do it twice before it gets disabled, even if you don't touch another platform in the meantime.
EDIT 2: Hey, was it intentional to let other players jump on you and hurt you while you're in the middle of Hikkori-phasing? Because when that happens, you're still invisible during the knock-back portion, and you don't become visible again until you regain control and your flashing i-frames start.

EDIT: Also, I'm not sure how intentional this is, but on the other end of the spectrum, bomb explosions can't be seen unless a shadow overlaps them (same for fireballs). Itch suddenly decided to break all my image upload attempts, though, so you'll have to take my word for it.
EDIT 2: Okay, I just found out that the Nitro Bomb is used! There's a chance it'll show up in PVP maps as an item drop, but using it will damage yourself. Was this an accidental holdover from getting Shattered Team to work, or did you mean for it to be an anti-powerup like the poison mushroom in Smash Bros.?
Either way, that's two more Sugar frames missing footwear if you haven't already corrected them with the rocket sprites.
EDIT 3: Why does the "Reaper's Castle" PVP theme have the lava background instead of, you know, the castle background? It has the castle tileset, though, which kinda doesn't fit with the lava background. Same goes for that world's Reinforcements, obviously.
EDIT 4: Oh, almost forgot: if you're in a PVP battle and you pause and go back to settings, the PVP settings menu won't have any music playing unless you back out further to the main menu.
Sometimes, wall-jumping with the Cat Sunflower's power will do a regular-height jump instead of the tiny jump it's supposed to. My guess is that if you're lined up exactly right with a 16x16 wall tile, the game will do a regular "jump from ground" jump instead of the "detach from wall" bounce.

By the way, did you remember to put my "add visual indicator on solid tiles that Zombies come out of" comment to your to-do list? I'm not sure you actually did anything regarding making the Zombie-spawning easier to see in dark levels if the player is in front of them.
EDIT: If gore is off, enemies will sometimes play an extra death animation. It's easiest to reproduce by playing as Sugar and running at max speed while jumping on top of a jump-able enemy:

In the multiplayer VS mode, selecting the New Magma City theme has it play Nice Day for a Stroll despite the background being that same unfitting night sky that Waste Disposal Plant had. I'm guessing this is a holdover from DDG1 where the city had a day sky by default, so maybe you could swap it for the day sky, or swap the theme for Chemplant like you did before, or add an extra option so you can do both with New Magma City (day) and New Magma City (night).
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.
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.
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.







