#Why was out of bounds not designed as a large unclimable wall? A lot of oob tech feels like it is in

3 messages · Page 1 of 1 (latest)

stiff badger
#

Also the old 2a cutscene oob skip where you fall into the last room of 'Awake' (iirc).

https://media.discordapp.net/attachments/455088502548463627/975778479406727219/2022-05-16_11-11-33_Trim.gif

also when you warp into anything warpable (anything that moves) you sometimes gain special aspects like the ability to dash at any angle when doing a blocked interior inverse double kevin warp, or being able to hit a kevin the opposite direction you dash into it. You can also crouch and uncrouch while warping even though you are technically in and on solid ground. When maddy is technically not touching the interior of the moving block you can style gain coyote time from the weirdest things. spikes don't necessarily kill you even though you are not moving away from them and it is longer than just the frame timing of a spike jump. Interior repeated kevin warps can give you two frames of immunity after leaving which makes no sense, even with the collide hitbox being left behind for one frame, allowing you to activate persistent touch switches that are located in the center of lightning. You can even get dodgeslide as you leave, with dashes intact
The whole thing feels very intended

#

also everything used is from vanilla celeste

#

this could be done in maingame if setup