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(2 edits)

Just did a full playthrough on Hunter mode, v. 1.00.8. Here are my thoughts, along with a few bugs, including one major bug.

  • I like the directional changes on Boulder and Fire. They are good additions. I like being able to shoot straight with Boulder as an option.
  • The new stunning on Train, Fire, and Stellar bosses are okay. I think it works really well on Stellar, but not crazy how or when it stuns Vulpine during his fight. The problem with him is that he's invulnerable for the majority of the time that he's on the ground, so the best times to hit him are when he's hanging from the ceiling, which there the stun isn't all that necessary. It would be much nicer to prevent him from going into his invuln state. I don't care for the Train boss stun either, but I would probably need to give that another try or two. Stellar was much improved by using his weakness to knock him out of his fight pattern. It made the fight much easier and quicker.
  • There is a bug with the credits. It does not scroll all the way. Some of it piles up on itself. I don't know if it was due to fast-forwarding, but I have not seen this before. 
  • The largest bug is Fortress 1 boss. For some reason you instantly die once the fight begins (I didn't screenshot that part, but got some others). The only way I could avoid this was by quickly dashing out of the way once it started. I believe it is forcing a death as if X got crushed, but he's not. The screen goes white. There is something odd with the first crusher he's standing on, you can see it in the photo below. Once the fight got going, some of the crushing patterns got buggy, like some alternating red ones not crushing. Sorry for saying this, but this makes me think this wasn't play tested by your personal team. How does this type of thing slide by in a release? Each version needs to be play-tested once through by the Dev play-testers first, to catch the big things. Or maybe this wasn't a bug??? Please play through this and see for yourself that you indeed die here.
  • In the acquired Boulder Weapon demo, there are some graphical glitches (duplicated floor appearing above). There might be others, but that's the one I noticed.
  • The air jump input seems to activate too closely along with wall dashes. Or, when performing double wall jumps it executes the air jump input. You may need to differentiate how far away in pixels near walls you can perform the air jump, because it often gets you into trouble of doing it too early and not being able to save yourself later in midair, leading to potential death in the void or spikes.

So, some improvements, but also some glaring bugs. I think as a community we hope you are taking our input and feedback into consideration, as we really enjoy this game so far and all have valuable ideas and suggestions. I hope later versions get played through all the way before getting released so we as official players can catch the smaller stuff.  But overall, good work.