#Slothy Oskoure Jr - Harbinger Of The End
1351 messages · Page 2 of 2 (latest)
Mad Ouch Alien
Pow Quack Eek Zonk 7, perchance?
Nest of the Alien?
(Adjective) alien nest, rather
Maybe something with "Awakening" or "Summon" because you wake up / summon the alien in the intro cutscene
Nest kind of implies that it's a bird or animal
Sounds too tame, in my opinion. It doesn't have the boss ring to it 
(that's the name of an infamous saltbearer level)
Right, I didn't get that joke then
Alien Awakening? Awakening Of The Destroyer? Watcher Awakening?
Awakening of the watcher or something similar sounds good to me
Not too edgy, either
What does the alien watch? TV?
You.
No, not you, I meant YOU.
Maybe something with final or end, like Harbinger Of The End or GR18 & Final Battle
Harbinger Of The End sounds epic to me
Sounds good to me also
The base campaign had a bunch of titles with gr18
The base campaign didn't have dark and grim 2000's edgy names, cool 1980's funky names, or whatever the trend was in the 2010's
It sucks
Stop The Devious Alien
It's gonna be rough to fit all your names into the mod level title because it would be the longest string by far:
"Harbinger Of The End" by JeanneOskoure, Slothybutt & Noob Jr
I think I'll have to shorten your names somehow
I mean we all have shortenable names. Jeanne, Slothy, and Noob
Yeah
by Noobutt Jeanner
JeanneO., Slothyb. & NoobJ. 
Jeannoobutter
JeanneSlothJr
Let's rename the level to "butter"
I don't even know if it's in the combobulator, but if it isn't I'll fly to the US to complain to the BS bros
"Buttery" is
But we can name the level whatever we want since this is modded, right
Aren't you doing that to add the creator names to the levels in the first place
Yes
I think the base campaign uses legal names so we should stick to that
And the web versions of levels too, so we have to
So are we unanimous on Harbinger Of The End by Noobutt Jeanner? 
Are you being serious about Noobutt Jeanner?
Seems like the smoothest amalgamation. Not sure if Jeanne, Slothy & Noob is too long
Hmm, Slothy Oskoure Jr doesn't sound bad either
Slothy Oskoure Jr - Harbinger Of The End
lol
@dusky charm Found some cheese in testing my phase that also got into your phase. You can grab the bombs from the eyes exploding before they blow up, and you can instakill the entire phase by using the bomb as a projectile.
I think you just copied that from my phase, so the cheese is in both. Anyways, you can easily just switch out the bombs for rockets and it'll work fine
I'm sure you don't need advice on how to implement that, but this works perfectly
get your darn cheese off my lawn
Also uh, do we have to have the healthbar? I mean, in general I don't think we need it, but your implementation of it is also somewhat ugly and in-your-face
I would rather some hardlights on the edge of the screen, or some visual that changes over time
I don't care for it, I just put it to the side because I didn't want it in the way of the other paths
You're free to incorporate it aesthetically however you prefer
put it to the side? it's, like, right in the middle (unless this is an old version of the level?)
oh yeah this is pre-death animation
One idea I had was making the floor lead be the healthbar, but there's 5 of it
This should fix the bomb cheese, hopefully without other problems.
I have a list laid out of like 4 things I need to add which are all easy to implement, then it should be done
haha they took forever! I have no clue how I spent.. 4 hours and 33 minutes making edits when I feel like barely anything got changed.
This is not a finished product, and needs improvement in multiple areas. I just want to have something to show, and I need some advice on some stuff.
Things I think I need help sorting out:
- The hands phase is, for the most part, terrible. I didn't know how to implement it at all because the rebound flings you all over the place and I have to open up the arena by opening the boss's mouth.
- Opening the boss's mouth poses multiple problems like being able to idle in the mouth and the fact that the mouth needs to return back to normal afterwards.
- I also need advice on what kind of stuff they should fire, because spamming steel everywhere is kind of boring and makes it a PITA to hit.
- How do I make it clearer that you need to hit the hands? Fitting anything inside of them kind of sucks because the spike chainers draw over everything.
- How do I animate the boss's face a little bit while I have everything else going on in there
- How should I transition from the hands phase back to the harder normal phase (with the floor gone and the attack rate upped a bit) more smoothly
- Glaring issues I missed, or just some feedback specifically on how things feel right now ignoring all of the issues I just said and all of the things I still need to fix below
Things I know about and need to do but I need to sleep:
- Make the floor disappear after the hands go away. My brain is fried right now and I don't want to think about the one relay I need to add to trigger the tempswitches that make it disappear
- that whole transition period from hands -> no hands is probably going to be terrible to implement
- Make the attack fire rate increase a little bit after the hands phase
- Remake the hand spike chainers so that there's not a platform on top that blocks vertical rebound shots
- Compact the level down after everything's done
- Increase the rift channels up to the 500s
I think most of the issues with the old version of the level have been fixed if you ignore all the new issues. And I genuinely think that the pre-hands is pretty fun right now, at least
My feedback/opinion:
- The hands phase is interesting. There is enough room to jump and move around without touching the boss, so I would leave the mouth as it is and keep it as the weakspot, which is clear, cheese-free and less awkward to attack than the hands rifts. Also bigger steel projectiles that aim lower would help to make it easier to dodge and jump on them. Why does the left thorn beamer disappear during this phase?
- The boss doesn't need any distracting animation at this point, the hands are already moving and it's complex enough
- The transition needs a warning that the floor disappears, revealing the enclosures over hardlights before they deactivate should work
- Three homing missiles at a time are too much, one would be better
- I'm still not a fan of the fire cannons close to the lizumi thorn, because there's always a random chance that they activate right when you use rebound to move there and then you can't properly dodge them
In the uploaded version, I added signs near the placeholder CPs with the order of the incoming phases, should I keep it in the final version or not?
They are pretty meta, so I wouldn't keep them. Besides, you ideally only get to see them for a few frames
I added the better phase transition to the zipper section, now I only need to do it for rebound
the level should soon be review-able
(also I still need to change the indicators for the whizzblade in the tiptow phase)
oh yeah, we'll also have to do something about the performance, with slothy's updated phase, the FPS dropped by 10% due to the increased complexity
they were already quite low to begin with, so we'll have to find ways to improve performance
(I forgot a word)
So can we reuse boss components between phases or something? Those are expensive.
Probably not
Can't move parts of the boss face from the zipper arena to the rebound arena?
The zipper phase face has some animation and it would have to move very quickly because rebound is the next phase
So I assume it's not doable
Maybe simplify the tiptow sequence?
That's what I was thinking too
The most important question is: What has the biggest impact on the performance? Because removing things with almost no impact wouldn't be efficient
We can theoretically move things fast with a CHeaty path...
Flyblocks usually add a lot in my experience
Madels has an old post in the workshop with some experiments
I can't use my search-fu at work
Jeanne, could you drop the level file in here with all the sections in it? I want to see what I can do
okay, that's fine
Okay, that's exactly what I needed, thanks for responding. (and I haven't been at my computer so I couldn't respond properly until now)
so I would leave the mouth as it is and keep it as the weakspot
Yeah, that's a lot better idea than what I had. So I think I'll have the left hand shoot a bunch of bullets so that there's a constant stream you bounce on, and the right hand will be the phase's hazard while you keep shoveling carrots into its mouth.
The transition needs a warning that the floor disappears, revealing the enclosures over hardlights before they deactivate should work
I mean, I didn't even implement it for this version, but it already is configured with a transition and warning signs
Why does the left thorn beamer disappear during this phase?
I meant for both of the thorns to disappear so that you use your rebound balls to do damage, but I forgot to add it for the right thorn beamer, and it also doesn't work at all since the thorn beamer breaks after it disappears
As for the other things, I can tune those
I could give you the version of the level that Jeanne published recently, if that helps
That'd be great, if you could
Sure, I'm on it
You know I'm referring to the published version, right? It's not the most recent one so any changes would be only for testing purposes
Here it is
yeah, that's fine for right now
Okay, I don't think there's all too much optimization that can be done. It's gonna be hard to squeeze out more than maybe 5 fps
I can let Icerov test the framerate on Switch to tell whether it's playable or not
Thanks for the optimization check, Slothy
Oh wait, one other thing for whenever you're online:
I'm still not a fan of the fire cannons close to the lizumi thorn
There are 3 different fire cannon attacks and they're all pretty close to the lizumi thorn. Does that mean the horizontal fires, the vertical fires, or the lookcannon fires?
I guess while I'm here I might as well comment on the other thing too.
Three homing missiles at a time are too much, one would be better
I personally think that the homing missiles are the most well-tuned and fun attack, they can be dodged from everywhere and I find them really fun to dodge. A lot of the time they're a non-issue, for example when you're falling after getting a thorn, but when they get you in the middle of the screen it takes some quick thinking to bound around them and get out of the way, so I would like to hear your take on them a bit more
I was mainly referring to the lookannons
The homing missiles are indeed easy to dodge if there is nothing else to dodge, but they are faster than other projectiles and therefore coincide pretty often. That's when they quickly overwhelm me sometimes
Cool, I'll upload this one for Icerov to test on Switch
So the rebound phase appears to be broken here, the hands aren't doing anything, but I guess that was expected
Also currently it's possible to sprint-zip your way to this area:
Hey @river hound, can you please do us another favor and check the performance of this level on Switch? You don't have to beat the boss, just try out the first zipper phase and see if it's playable, especially while there are lots of flames on screen. 
Level code: v0bmwvb
- I see a little camera jank when going out of the entrance and meeting the boss
- The tentacles around the zipper arena can potentially be replaced with something simpler to save frames
- The camera dips before leaving the zipper area so you can see below the ground
- I got into the damage rift for rebound
- Rebound beamers are borked
- The hands are bigger...? And I'm not sure what their purpose it.
- Couldn't beat the rebound phase after 16m
I don't know if the rebound phase has the end trigger in it
well, it'd stop all the attacks at some point, I guess. It's being reworked a bit anyways
- The intro and zipper phase have taller eyebrows
- Maybe we can move the intro flyblocks and eyebrows to make the rebound boss face?
- In rebound I could stand on the boss face while the hands were down, not sure if intended
- I see the rebound phase has static blopfush for cannon aim, it could be made to reuse blops or cromblers from the ripcord phase
Okay, for the rebound phase I think I only really have one thing left to do. I need to give some kind of attack pattern to the right hand.
Then I just need to do the housekeeping tasks like moving stuff together and it should be done
but I need to get some sleep, I'll do that tomorrow
I forgot to fix them, but it's just an issue of rift ID
testing on switch, and btw you can zip from the mouth of the boss into the backrooms of the fight
anyway for performance, it seems to stay between 30 and 25, there is still some seconds with each respawns but i think it matters less since this is a bossfight and not a kaizo.
while it does move not as smoothly as most levels, it doesnt affect the fight much (at least in this First phase)
also for some reason, in the first phase when the mouth goes down the music's volume lowers, but no sound seems to be made
also switching from First to second phase has some camera jank
also in the rebound phase, its not very easy to see the rockets, i stood there for 30 seconds clueless
so thats all, the furthest i arrived at was the second part of the rebound section, would say add a armor plate between phases but its the final level so
I pointed that out previously
That's because a "Tense Reveal" jinglebox plays at that part, apparently you didn't hear it
Also known issue
By "rockets" do you mean the lizumi thorns? They aren't easy to see indeed
Thanks for testing! Looks like the low framerate ist just high enough to be acceptable, so we don't desperately need performance improvements
I just noticed that during the ripcord phase, closing the boss' weakpoint rift can be cheesed by throwing a flapsack upwards on it, then the flapsack will stay there and enter the rift as soon as it opens...
After all this, I think we need a clear to-do list:
@somber mural
- Place a few jems at the intro because the map doesn't handle jemless levels well
- Prevent the zipper cheese during the intro
- Fix the camera dip at the end of the zipper phase
- Add an automatic transition from the Rebound phase to the Tiptow phase (still blocked by the Rebound phase completion?)
@tawdry robin - Make the lizumi thorns easier to see, highlight them like in the ripcord phase
- Adjust the rift IDs
- Your other planned fixes/improvements of the rebound phase
Of course you can delegate some stuff to Noob Jr and me, but that requires more organization/file-sharing.
didnt play
yeah
Does that cheese anything...?
Oh, you mean after 2 hits
It's OK that sounds like brain tech, nobody will do it
I feel like we really need some cuts to improve performance, the boss is already really hard without lag
Everything is fixed now (except the transition from Rebount to CP2, I'll wait for the final rebound version before doing it)
According to Slothy we could only get a few more FPS, which probably doesn't make enough of a difference. Apparently the level is playable on Switch and we can still tweak the difficulty with checkpoints and armor plates
I still have a feeling playtesters will ask for more checkpoints, I know I would because I'm struggling a lot more with the rebound and ripcord phases than the other ones, which after a while feel like a chore just to get to the other phases
I simplified the tiptow section by turning the falling 1x1 saws into 3x3 to save on FPS by removing paths, we gained 5 FPS
yay, 5% more framerate
That alone saves 5%? Strange. Would removing the tentacle spikechainers in the zipper phase help that much too?
paths are performance hogs
but removing two paths and a couple of chainers wouldn't do much, I'm afraid
we get like 2 more FPS at best
(for comparison, I removed 10 paths, 10 saws, and a dozen arrows with the tiptow section change)
I looked only at changes that would strictly not change any gameplay in that estimate, I think people optimizing the gameplay elements in their phases is mostly on them
(that didn't really need to be a reply, it's just a general comment)
I think it's worth taking a pass over all the phases and checking for things that could remove paths
The long respawn times with low FPS are really annoying on a hard level...
I can try making a few perf tweaks once there's another up-to-date release out
We may have to add a checkpoint in between each phase instead of one every two phase then
And if so, the we need to reconsider whether to have armor or not
The rebound phase felt very long for not having a checkpoint
To improve FPS, maybe change the zipper -> rebound transition to a single rift inviting the player to go in? Or something else cheaper than a lot of rifts getting pathed.
the problem of that is that it would look awkward due to the player having to manually go in the rift instead of being forcefully moved to the next phase
there is a single path, and I guess I can merge the 1x1 rifts into 3x3 to reduce their numbers
We could have a single rift in the published web/Switch version and multiple rifts in the mod version
That pathing method might also risk the player avoiding the rifts by jumping to the side. Maybe path them partially into enclosed ground so they're invisible and just turn them on?
With that method you can afford using fewer rifts, too
2/3 of the rifts are needed by spacing them half a tile apart, but you can make it even more efficient
I'm not sure you're saving performance compared to having a few 3x3 rifts on a single path
So, how are we gonna handle the checkpoint/armor situation of the level?
If there is lag and delay on respawn due to the lower FPS, I'd rather have a checkpoint for each phase, even if it means removing armor plates to keep the difficulty on a similar level
As stated earlier, I'd advocate checkpoints over armor plates
I'm fine with that
Part of it was to prevent the player from jumping around the rifts as they come up or anything like that, they would just be invisible on the ground
You can still use the space saving trick with 3x3s
Jeanne, would it be more helpful if I fit my contraptions around my section or do you want to move them elsewhere across the level like you did when you put the level together last time?
from my point of view, I think we should/we would be better off keep the contraptions as packed as possible in their sections so that we can fit everything into the least amount of level tiles possible, because even empty level tiles cause some lag
If you can fit them in the arena without causing issues, then feel free to do it
Regardless, I'm not going to tweak your part of the level because I don't know what the contraptions are supposed to do (and I don't want to spend time figuring it out either), so if you can do it without it causing organizational issues, then it'd be better
If they're not in the arena, I'll just move them around so I don't mix them with contraptions for other phases and don't break something if I have to update a phase
@tawdry robin We have 4 days left to keep the promise of releasing the campaign this month. Apparently it comes down to your unfinished Rebound phase. Can you please finish it by Wednesday afternoon so it's all ready for quick testing?
Since there hasn't been much feedback overall from beta-testing, we will probably make a patch that also improves the final boss, so let's not worry about perfection now
Edit the announcement to say July 
We need some thorough cheese-proofing against escaping the arena. I was able to just jump right of the intro cutscene.
work overtime, you still have 100 hours at least 
Icerov and I both pointed that out and I think Jeanne fixed it in their workshop
new version
x448d08 | "Harbinger Of The End" by JeanneOskoure @4xx6cb | Boss, Powerups, Intense
https://levelhead.io/+x448d08
I broke the zoom in this one, will fix it
(and the hands in slothy's rebound phase by moving some paths, which makes it look very weird, but I didn't bother fixing it because it's still a placeholder anyway)
Nice!
(zoom should be fixed in my workshop version, btw, I haven't tested it but it should work now)
How many minutes left? 
"A few"
here, sorry I needed to edit the peanuts out
you can still jump to the right of the intro? 
I can also jump from the intro boss head to the left cliff and zip back into the intro area
What's the revealed signs+input+tempswitch supposed to mean...?
It's a hint to skip the intro cutscene: Hold grab
Oops, I misunderstood. I thought you were talking about the left
yeah, it should be pretty quick to change
also, I have messed up some of the saw timings in the tiptow section while switching the 1x1 to 3x3, will fix that later
The intro and zipper eyebrows use chainers in different tiles, rebound and ripcord have them all in the same tile
do you think you'll change something in the ripcord phase? If not, it will be quicker for me to edit it directly
Nope
But I'm gonna test my rift thing on the switch
wtf i get like 0.5FPS less
that don't make no sense
unless collision computation is slower when there are objects placed outside exact tiles
It's hard to say if it actually has an effect on such a small scale
I also suspect that editing a level for a long time lowers your FPS due to some caching or stuff like that. At least, that's how it feels to me
I kept switching back and forth and consistently got the same result
Reusing half the boss face for rebound doesn't seem to change much... but it should be safe to replace the static blops in the bottom right with the cromblers from my section
I have removed those blops entirely since
oh, combined version still doesn't have rebound updates
(that's because I haven't posted any)
And yes, this'll be done by then. I can probably finish it today (or maybe in like 30 minutes if I get my shit together)
Very good, thank you! 
Would you like to meet and stream in the VC?
Is that directed towards me?
I can't, I gave that 30 minute estimate because I needed to go in 30 minutes, which is now up
Okay, never mind
sorry
It's fine. I asked because I now have more feedback to share since I played the whole phase in action. I guess I can describe it in screenshots
Or we meet tomorrow, maybe?
The former would be better for me. I'd like to finish it earlier rather than working on it tonight and the having to fix stuff after
Sorry, something came up and now I have to go to bed because it's very late in my time zone. I'll post it tomorrow
Just in case you're wondering, difficulty wise, rebound and ripcord are similar (at least they are now that I've removed armor plates)
I've spent the same amount of time on both phases when I uploaded it
Ripcord is shorter due to being able go one-cycle it, though, and of course the hand section WIP of Rebound is still... Eh.
I'll be able to make changes in a few hours, if you could do that by then it'd be nice
Will try
@tawdry robin So I'm partially repeating myself, but here's the full phase feedback (my opinion):
- I changed my mind about the homing missiles, they are alright
- I'm still having the most trouble with the cannons that are close to the lizumi thorns. The player is technically forced to use both rebound shots to get up all the way to the thorn, which leaves them vulnerable to all projectiles on the way back down because there is little chance to dodge. It's already problematic during the slow attack patterns and gets worse during the fast attack patterns. My suggestion to mitigate this is to place the lizumi thorn platforms lower, which I tried out in my workshop and it improved my experience by a lot (see screenshot). Of course that makes it easier, but the overall phase could really use some nerfs
- The hand phase is still a cool idea, but there are several issues:
The hand rifts as weakspots are not obvious at all
They are very awkward to hit because of the missiles coming out
They can be shot with two rebound projectiles in one go and sometimes if you miss the projectile will still land there
Deactivating the spikes in the boss' mouth enables way to many cheese opportunities that I have no idea how to fix
So I would just keep the thorns and mouth rift for the hand phase, it works decently to rebound back and forth over the hands to get the lizumi thorn
- If you really make the floor disappear after the hands phase, it would probably be way too hard with the attack patterns speeding up. Also I would place the safe platforms more centered, further away from the cannons
- Shooting projectiles very close to the player is problematic in general because there you get very little time to react and plan your next move through all the other bullets on screen, despite the short warning. Maybe it would be best to cycle through the attack patterns instead of them being random? If the player can predict the shots, it would be much fairer
I'm still having the most trouble with the cannons that are close to the lizumi thorns
I've never really had trouble with them, but I think that they are probably the trickiest attack since the angles the fire comes in at can be really annoying and take up a lot of the center of the arena, but I see that challenge as a good thing. I've never had them be in an undodgable state even when bounding up to them -- though I would say that they're probably one of the more difficult attacks and they do need a nerf.
I don't particularly like moving the thorns closer as a solution to the nerf for multiple reasons, but I also haven't figured out anywhere else I could move them to nerf them when you last mentioned them. I might just remove them and try to either redesign that attack as something new (but I'd rather not do that this late in, though it shouldn't be that hard) or completely rethink where they could be while still posing a threat, or maybe even set them to fixed angles, having the lookcannons lock onto enemies instead. If you have preferences on that, let me know
The hand phase is still a cool idea, but there are several issues
All of these are already fixed with the rework. I took your advice last time and made the hands basically just spew a platform to bounce around on.
If you really make the floor disappear after the hands phase, it would probably be way too hard with the attack patterns speeding up
I have scrapped the post-hands phase, it dragged the fight way over 30 seconds and making a fair transition into it was a pretty difficult task that I didn't really want to do
As for the last point, that's the whole point of the indicators. Maybe I'm in over my head with creator advantage but I think the indicators give way more than enough time to figure out what attack is currently going, where you need to be, and to plan a route even given the other projectiles everywhere.
I don't have any preferences on the lookannons. I guess we disagree about the dodging aspect. Let's see your newest version and get some feedback from other testers
Nearly done with it, but I can't get myself to give it the final few touches it needs right now.
All roads seem to lead to wikipedia browsing. Maybe that's because it's 4 in the morning
@tawdry robin Can you upload it with the final touches today, please? Time is running out
It's done right now but this one pair of indicators isn't turning on when I want them to and it's requiring a surprising amount of brain power to do this without another tempswitch
Okay. If you can't fix that today, please just upload the current version file so we've got something to test tomorrow
rebound boss fix fix fix
Nice, thanks 
@somber mural Can you please integrate the rebound phase today (thursday), if possible?
Otherwise I can try doing it for you. I suppose I just have to replace the current contraption and add the transition rifts, right?
Would be good if we could have this playtested by Green0ne or someone else ASAP
Now this version I find a lot easier than the previous... 
But it's alright, I like it
What time zone are you in, maoy?
Central European Time
I'll do it as soon as I can
4jc5507 | "Harbinger Of The End" by JeanneOskoure @4xx6cb | Boss, Powerups, Intense
https://levelhead.io/+4jc5507
Known issues:
- Lizumi thorns get rifted from the rebound phase into the tiptow phase.
- Contraptions are visible in the tiptow phase
- I still didn't fix the saw timing in the tiptow phase after messing it up while changing them to 3x3
- Ripcord phase still has the signs for the health of the boss
- Need to add environmental tile below the ripcord phase for the end screen after beating the level
Thank you
Do you mean it's possible to bring lizumi thorns into the tiptow phase?
The saw timing is the only thing that impacts the gameplay, right?
yeah
I remember being surprised by it, I'm not sure if we can release it like this
Lemme check later
It's funny. Doding the timed saws has become harder, but the rifted lizumi thorn makes it easier again 
Furthermore
- The music doesn't stop after the fight ends
- The "Short Happy" jingle triggered by the boss death sounds too short, I would use "Crashlands Happy" instead
good catch, I hadn't thought about that
also, this is just a "ready for testing" version, I'll fix all of the issues mentioned above for the final release
I did not notice any difference while uploading, but I did reduce the level size (now under 10k tiles!) and slothy's contraptions for the rebound phase are smaller and more compact, so I wouldn't be surprised
Noice
I added another note about the ending jingle
Bruh, all my testers are offline right now 
By "final release" do you mean the release tomorrow or the planned patch? In the case of tomorrow, please upload them before 8PM, that would be great
Shouldn't be an issue
Since no testers showed up, I did some more runs and didn't find any further issues
The release is prepared, the only things missing are the level itself and its code
7jt5w2k | "Harbinger Of The End" by JeanneOskoure @4xx6cb | Boss, Powerups, Intense
https://levelhead.io/+7jt5w2k
@vivid crest dis good?
Thank you, I'll take a look soon
Looks very good
Just now I found out that it's still possible to zip out of the introduction area and go to the zipper phase contraption. Doesn't seem like real cheese though
Also the rifts are slightly visible above the intro area, but barely noticeable
I guess these things are not worth a re-upload, so I'll just make a quick edit in the mod to prevent the out-of-bounds experience
We can fix it in the polishing patch
I flagged that start area zip too. I think just raising the left cliff should fix it
I need to test still
I did raise it, but not enough apparently 
It's barely possible by 1 tile. I fixed it in the mod now
why does the green hand during tiptow have an extra spike chainer on top
The arrows still seem excessive to me, it might be easier to read without them and improve performance too
Without the arrows the saws move down on you without any warning though
the arrows are an indicator of where the saws are going 5 tiles ahead of time
Anyway, thanks again for your work, guys
With how the sequence is laid out, I don't think that indication is needed? There's no unexpected moves...
the first and 3rd set definitely have unexpected turns
I think the 1st is fine since the player starts in the middle, and it's right after the checkpoint
For the 3rd, the player was funneled into the only possible move, ceiling grab
Apart for that, my only nitpick is the endscreen being unremarkable
and the ripcord phase should have 6 HP it's too easy
I find the ripcord phase the hardest of them all
PureKnix unknowingly skipped the intro cutscene when playing this level for the first time. Looks like we need some clearer indication at the input switch
I figure that was added for speedrunners. Maybe it should require both grab and another key?
For a while I didn't know what that switch meant.
When I first played I also just held down grab, since there's an input switch on screen I kind of just assumed that I needed to hit it
I don't think adding more abstraction (ie, another key) would help with the fact that it's not immensely clear what that button does
Wait, does "accidentally" in that context mean he didn't know what was going on and followed the indirect instructions from the input switch, or like he was holding down grab for some reason while walking into the cutscene room and didn't realize it
Maybe we can just remove the skip? There is a checkpoint after it, so it doesn't matter much if speedrunners can't skip it once...
Waiting??? In my Levelhead???
Don't worry about flowart, it's a boss level so the shoe is already worthless 
The skip saves about 8 seconds, not sure if it's worth it
Yeah, I don't think it's going to matter. It's the end of the run anyway, so runners wouldn't be seeing it a lot.
Waiting is more obnoxious at the start.
Oh wait, I was only thinking of full campaign runs, but for ILs this would be annoying
Could we have some other way to skip that isn't an input switch? Maybe letting the player go under the boss and zip into the rifts?
hiding the input switch may work
if it's made for speedrunners, they'll probably know about that, while casual players don't need to
Eh it kinda sucks to have this hidden devswitch you can't even see in a speedrun video
Zipping into the rifts early would be cooler
If we add floor like this, it's possible to zip through the boss and reach the rifts, although the zip distance is annoying and the music doesn't start. Those can be tweaked.
On PK's stream I saw that during phase 3 (not 2...) the last jump at the bottom between the moving whizblades is way tighter than it used to be. I think that needs to be nerfed
Would this mean phase 3? I don't think my phase has any whizblades
Yeah I think it's the tiptow phase
So, tweak the sawblade timing a bit more and fix the wall/intro skip
Is there anything more?
Oops, I meant phase 3 of course
Make the clear screen prettier?
maybe a throw indicator on the rebound/ripcord phase until you've scored the first hit?
From PK's playthrough, he also seemed confused by the tiptow arrows while using trial and error to get through
in case the player doesn't see the rift in the mouth
I think maoy suggested adding weather when the ripcord phase gets 2 hits since it's closing its mouth now. Maybe that?
52m0kbx | "Harbinger Of The End" by JeanneOskoure @4xx6cb | Boss, Powerups, Intense
https://levelhead.io/+52m0kbx
did everything except making the end area pretty because I'm a lazy bum
I used the rift cutscene skip and died to camera... but got the checkpoint so I guess it's fine?
The cutscene skip usability still needs to be improved, right?
It's pretty tight but probably not undoable if someone is doing ILs I guess. Others are way better at precision than me.
The rift skip killing you is something I'm aware of, but it would have been annoying to fix and would have required a few more tweaks to that camera (because if it gets disabled before, the player can just zip back through the boss to get OOB onto some back stage setups)
and the zip is kinda tight due to being from off screen, but I'm not going to make the boss uglier for speedrunners
they should be grateful to even have a skip in the first place >:(
I've struggled with this weird kind of rift camera death before, I don't know why it happens sometimes. Like I rift players outside the undertale bosses just fine...
I think I'll make a last update on this to try and fix that rift skip issue and tweak a last couple of things if needed
Anything to fix you have in mind?
Yes, I have some things left that I wanted to point out earlier, will do that soon
make endscreen prettier
No suggestion?
I wanted to play through all phases one more time, but here are the points I had so far
- The current cutscene skip seems way too inconvenient to me, I couldn't pull it off after about 20 tries. I suggest you make it skippable with the input switch like before, but just hide the switch completely. I'm sure word will get out that the cutscene can be skipped by holding grab
- The rifts above the intro area are still visible and need to be moved up one tile
- I think the zoom at the end of the tiptow area should be removed, because it causes you to get killed by camera if you go with the first cycle of the spike walls
The endscreen could indeed be prettier
