the bosses and generally just the last few rooms seem a bit overtuned, i dont really have any trouble staying at full health for like half an hour but then in the last few rooms you seem to need a lot more luck to prevent stuff like suddenly being overrun by a random noise trap triggering a horde of enemies that take all your hp in 3 turns or something
though i did get a successful run with the vampire
may_be_mabel
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controls very well but i feel like its fairly trivial to never lose once you get any upgrade to pass the shortcut (dash is simple and double jump has an easy and consistent setup)
you can even get a sub 10 time without any upgrades, if you press jump twice quickly on the ground you can get a tiny bit higher floatier jump and use the shortcut that way

having two rats mostly just feels like a downside in my opinion, i have by far the best runs when i manage to just have one rat with good items and just try to get the other one to get to a staircase as soon as possible
mainly because one of the few upsides of having two rats is being able to skip a turn by spawning ghosts but a lot of items do that job way better and easier
very fun, very silly
i like the sun a lot, just think its funny in a lot of scenarios :)
one tiny thing i noticed is that you can juggle the opponent basically forever if you KO them in a corner and keep hitting them with light air attacks, and if you do that the music doesnt play in the next round for some reason (but its easy to avoid doing that so not a big deal)
i dont know anything about inflation but i will say the mine densities (number of mines divided by total squares) are 15.6% on easy, 22.2% on medium, and 13.3% on hard: this makes it much more likely to run into difficult scenarios on the medium board while you can be relatively carefree on the hard one
silly observations:
1.1 repeatedly crouchjumping has just a bit faster speed than walking and you can full height crouchjump by buffering one after a dive,, makes actually just walking feel a bit silly
1.2 this means its basically just a run button with marginally higher execution barrier and risk
1.3 the dive feels more natural at this crouchjumping speed than the walking speed where it feels kinda jerky / just a bit off with the larger momentum shift
2.1 death time is a bit annoying,, not end of the world and im guessing its a reference to the video or somethi but i havent seen
2.2 trap cycles not being reset after deaths feels a bit weh (think like celeste if youve played that)
3.1 springs in the tutorial took me a bit to understand that u just have to hold space and not time it or fall from a high enough height onto them,, not a huge problem but wawa
3.2 the non-jump spring bounce sends you nowhere at all anyway so idk why youd have that system in the first place (cant think of many places where that would lead to interesting level design) (again compare to celeste where its the other way around bc you have to make a conscious effort to not get bounced by springs bc usually you do want to be bounced and not just kinda stay in place)




