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Falling into a bottomless pit in a dark level still has the player's spotlight bounce back into view for a bit. I figure you already knew about this one and tried to mask it by covering the dark-level pits with death water, but the problem with masking an issue instead of fixing it is that if  you miss a spot, well...

Oh, and that reminds me: if the player activates a solid donut block, it always comes back as a regular jump-through donut block. Was that intentional? If so, what's the point of having solid donut blocks in the first place if it makes no difference whether or not they stay that way? Was it just for visual variety?

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If I remember correctly it's to prevent a softlock somewhere (in DDG1 donuts simply doesn't come back, but they need to in DDG2 because of the multiplayer component, so every section where you can use donuts to descend into a lower area needs to be escapable from below too and solid donuts turning into regular donuts guarantees that)

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You mean donuts don't come back. :P  "Does" is only for third-person singular nouns in present tense, and "donuts" is plural.

I will say, I'm having trouble seeing how players can get stuck in multiplayer without getting stuck in that same spot in single player, but I guess I'll take your word for it. 

Anyway, here's another that I noticed a few days ago or so: the diagonal whip has a much-thinner hitbox than the horizontal whip. This is easiest to notice while trying to clear away the green skeletons' fog from a standstill, which is significantly harder to do diagonally:

You can tell by the skeleton's throwing animation that the top image isn't the fog disappearing on its own because of when those animations happen relative to each other compared to when they happen in the bottom image, where the fog *does* disappear on its own.

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Noticed another small typo: the description for the knockback accessibility option says "attacks knocks" when it should just say "attacks knock" without the last s.

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A bit more feedback: I like how the powerup-loss effect happens when the player is only one hit away from death (or two hits for certain weak enemy attacks or high-HP characters), as it functions as an in-your-face warning that you're about to die and should be more careful. However, there's no such warning during boss fights, where the player is immune to losing powerups; it's just the same as every other taking-damage animation until suddenly you're dead. The most that happens is that your tiny health bar in the distant corner of the screen subtly glows red. It'd be nice if you could add some type of more-obvious low-HP warning for those situations as well.

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I only just now discovered that Holy Cow's illumination orb also doubles as an attack that can hurt enemies (I was under the impression that it was ONLY for "lighting the way" and the sky lasers were her only offensive spell), so whenever you go to reword their descriptions like I suggested before, I'd appreciate if you made this detail clearer as well.

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Hey, remember how I said that using the Hikkori Skull or the Rocket Pack will let you keep moving while talking to NPCs? Turns out, the same bug happens if you're in the middle of doing a whip attack or sword attack as well. 


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Stumbled across a new one today: the momentum bug that Human Rockets have also happens with stuff that Minotaurs throw:

Also, small graphical bug with the reserve-powerup's glow being layered behind the door.

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Found another small graphics issue: Drake has a hole in his pants when he turns around mid-run.


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Bit of feedback on the Boss Rush: it's kinda annoying that it always puts the cursor on Play instead of Extras when you die. I often wanna try again immediately after losing (especially if it's an early loss), but tapping the confirm button when the game fades back in just ends up loading my main game save. Maybe, instead of going all the way back to the title menu, you can have it load the character select menu after dying instead? It'd be extra nice if you also have the cursor start on the last played character instead of its usual default, too, but maybe that's asking too much.

Oh, and I noticed that if my last-loaded save was on a harder difficulty, the Boss Rush mode also inherits that same difficulty level, complete with the fire banner and misaligned top-left flame shadow. Was that intentional, or did you want the boss rush to be on a set difficulty for all players?

Also, minor graphical inconsistency: dying in the boss rush refills your health when the game starts fading out.

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Inheriting the last savefile's difficulty settings was not intentional, looks like the data isn't cleared properly.

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Oh, I don't remember if I mentioned this before, but it'd be nice if the inventory lets you push left on the left edge or right on the right edge to move the cursor to the other side instantly.

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One of Sugar's running frames is missing the hair outline on the right side. It's extra-noticeable in the hub/world map where the game is zoomed in and loops the running frames when you move.


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Revisiting the spinning spike logs, it turns out they have a much bigger problem than the one I mentioned before, and this is likely the real reason they gave me such grief: they can hurt you whenever, even if the spike isn't close to being in position.


This can also happen jumping at them from below, not just above. As far as I can tell, the only situation it can't happen is if you're already standing on them.

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I need to look into this and make sure the hitbox data is correct. If it can't happen when already standing on them, it's sounding like the vertical speed is enough to clip into the damaging part before the terrain collision snaps you to the ground.

Maybe, but I'm not so sure since my second GIF shows me getting hurt before reaching the ground.


By the way, I noticed that one of the test players is credited as "OiviaSilver." Is that a typo of Olivia, or is that really how the username is spelled?

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That is a direct quote of their username.

Thanks again for regularly responding to my comments. I do have one more question, though:

The sound test says that Frozen Hearts was the theme of a level in Final Columbus, but I recently beat that game and never heard it there. After I beat it, I edited my save file to put me back beside alternate paths I had skipped, eventually finding all nine gun upgrades, all five secret NPCs, and even stumbling across what I'm pretty sure are unused rooms (such as a speedbike tunnel, other final boss phases, and an alternate ending with Ninja), but I still never found any room that plays the track in question. I even cheated my way into That One Level (since it's inaccessible normally), which is what I was certain you were referring to, but no, that level plays a completely different track throughout. Is the reason only two people recognize Frozen Hearts because it was from a cancelled/unreleased build? Or if I just overlooked it, what's the room number that plays the song (and if relevant, how do I trigger the song to play)? I'm pretty sure I checked all 240 of the game's rooms (a room value of 241 crashes the game, saying that the room doesn't exist), so the only other thing I can think to do is ask you.

Because if that level really never saw the light of day...well, first, I'm curious how it managed to be worse than putting the factorial punishment after the escort maze, and second, I'd appreciate if its sound test entry was reworded to clarify that the level was unreleased since part of me was looking forward to seeing just how annoying that level was, and it would've been nice to know ahead of time that the level isn't actually there.

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There's a hidden ice level which uses it, I don't remember how to access it but checking in the game's files its entrance is in room 251. (So there are more than 240 rooms, it's just that some were deleted leaving gaps in the structure)

(Room 254 is an unrelated, unfinished 8-bit level)

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Just when I think I've finally found everything, I stumble across another minor graphical inconsistency: if Penguin Cop dies without a hat (or with only minor headgear), his head bulges upward by a pixel while his hatted forms do not, with the bulge only being corrected after he shuts his eyes. It's most noticeable dying with one of the arm-cannon powers since the cannon also gets slightly distorted along with the head bulge on that frame:


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One last thing: if the player dies as Penguin Cop and then triggers a room transition with the reinforcement, the player will get back the lost life, even in levels that consist of multiple rooms (such as the True Painted Shadow Gallery). I know you said you didn't wanna change things that are unfair in the player's favor, but I figured I'd mention it anyway.

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Okay, hopefully this is the last one: if Enemy Promotion is set to Easier Enemies, the fish in the shallow poll in Snowflake Street won't jump. I guess they're getting caught on the ground below them?

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Seems like I nerfed some enemies too much... :P