HotRodHank
Recent community posts
I believe sub hour is acheivable, there is room for time save because I got 28 mins on a run were not everything was planned yet. The inside of golgothite may prove to be difficult but I have a small idea, getting the magic wand. Its like the culinary cannon in the sense that it is very good right out the gate but performs better since its tracking a various other effects. It may be out of the way but it might save massive time for the last boss.
It hasnt鈥榯 fully came together but its getting there 馃憤
I have routed the first map of the game and defeated Golgothite's Skull in just 28 minutes! I've developed a decently reliable way to deal with the Guardian of the Antichrist, a way to cheese the Arch Angel, and a decent loadout. I now have Inside Golgothite to route and map, and I have a vague idea of how it'll pan out but only time will tell!
Stats After Defeating Golgothite's Skull
325 HP
00h28 (Note, this is in-game time, real time is unknown and most likely much longer)
25% Abilities (Double Jump, Murky Coat, Dash, Angel Wings)
18% Weapons (Skeleton Hand, Flamer, Demon Fork, Rocket Launcher, Jack Hammer, Double Barrel, and the two starter weapons)
39% Bosses (Honestly higher than I thought it would be)
Main weapon used was the flamer, it is great against everything, including the Skull
I never have seen this, this will really improve timing and the route! Thank you so much, I thought I had fully discovered the map, that worries me I have missed another huge shortcut 馃槶
I always wondered why the gate shut so abruptly unlike other gates but I never thought of that. Getting the flamer early on is a grace, it really holds through till endgame in my opinion.
I absolutely loved it, I like where it is going! The weapons are nicely balanced and the bosses don't feel like pushovers. I love obliterating bosses but the damage compared to the boss health is a very good mix right now!
I couldn't exactly find where the heart weapon was, although this was the same save as used for the older demo so I don't know if that has caused any issues.
I do have a couple points of feedback. When you are at the height of your double jump, instead of floating for a very short second and then accelerating downwards like a normal jump, it feels like you hit a ceiling and immediately start going downwards. It feels different to the normal jump that you get accustomed to, so it might be difficult to maneuver when double jump is needed.
My only other feedback is damage numbers when hitting an enemy. My apologies if this is already planned to be implemented, but damage numbers makes hitting enemies feel more reactive and can make figuring out what weapon to use a lot easier. It can also show their defense values, which is a really nice stat to have.
Overall, this demo is very good and playing it was a joy. I love how you are revamping the previous bosses, it makes them so much more engaging and all the textures fit your aesthetic very well. Keep it up!!!!!!!!!!
Very nice demo! The health-on-hit ability is a little strong at the moment, but I love the map design and how it feels to move around. The "?" on rooms with secrets is a nice touch so you don't have to bump into every wall lol. Keep up the good work, this is going to turn out great! P.S. I love your art style :)