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(3 edits) (+1)

i did a speedrun

in-game time (saved at the last bench before the Staircase)

28:22

real time (started after controls screen, paused when credits rolled)

32:28.33

had some crashes/bugs during the run, battles can still happen as cutscenes play in the overworld (so mainly when the frog guy yaps at me before each dungeon), and that leads to either the game hanging on the battle with no ui or the game fully crashing

(+1)

also i think itd be cool if the game ost was uploaded on youtube or something, i also hope the tracks that already exist get extended in the future

I was planning on releasing a high quality version of the track on youtube in the following weeks, I'm currently busy with school stuff.


Extending some tracks is something I did consider, mainly the boss themes, the egg area theme and possibly adding a second battle theme to spicy up the overworld, but I'd also like to move on to a new project soon, so we'll see

(1 edit)

Oh, that's faster than my time of 42 minutes!

Although I was stopping to note down bugs and errors during my runs...


Battles starting when cutscenes are playing was something I wasn't aware of, I'll fix that right away!

(1 edit) (+1)

improved upon my time

IGT

24:36

RT

25:33.88

main things to improve upon would be overworld routing, i think it might be possible to get from each sequential dungeon (forest > father > son > holy spirit for my current route) without triggering any overworld battles. could also try (holy spirit > father > son) or (father > holy spirit > son) but idk if the shield bypass is worth getting earlier compared to getting HT from/nullifying red nails
smaller improvements would be menuing and maybe timing attacks so you start blocking when theres lots of (white) nails to get HT faster, but id need to see if theres any case where that can save a turn and thus more time compared to just attacking instantly

also itd be nice if there was a way to skip the credits without closing the game

I do believe that the father->son->spirit routing is probably the fastest; the anti shield is honestly kinda underwhelming until I re-balance it.

As a dev there's this small hidden system I can tell you about, if you're interested in taking a small "shortcut"

Random encounters RNG starts to roll after X amount of steps has been taken in the overworld. However, if you interact (even if you don't sit) with a saving point, the step counter used for random encounter is set to a number lower than that X amount, giving you some safe time. If someone is fast enough, with some slight luck, they can chain to multiple save spots while avoiding any and all random encounters. At the time of writing this, the latest release has save points without a spark bugged, not resetting the step counter, but it should be fixed in the update I'll release after this 

For the credits, at the end of the credits you just get sent to the main menu, there isn't any kind of check or switch, so, If you want to jump back instantly to the main menu, you can press F5 to reload the game.