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United StatesDillThePill081 year ago

there is a maze in the city somewhere. my idea is that you get in and out of the maze as fast as possible, including getting through the funnel that makes you smaller. timing starts on the last touch that wasn't on a brick and timing ends when you grow at the end of the maze.

another idea is maze airborne, where you cannot touch the floor at all during the run (including the floor in the funnel) and i know this is possible

edit. i just saw the other person ask for maze but i dont see it

StarstruckVR gefällt das.
United StatesDillThePill081 year ago

ground pounding into a death trigger will also enable the player to jump higher if they turn right before a jump. this will stay until the play dies normally, which means it carries through runs.

i guess it's safe to assume every run starts with the jump boost if it's visibly utilized

United StatesDillThePill081 year ago

ground pounding into a death trigger will give the player a small time frame to jump after rewpawning to gain lots of horizontal momentum. i think it's something to do with how the game handles re-enabling controls after a ground pound and how it cancels the "getting back up" animation does something idk.

with a moving death object, you can ground pound and have it hit you before you fall which causes you to die before hitting the ground. you can see the player still in a ground pound and then get up

eppo pls dont fix

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