A Hat in Time

A Hat in Time

The Glow Zone
23 Comments
MoraBin 11 Sep, 2022 @ 6:59pm 
good map!:steamthumbsup:
Habanero 18 Jun, 2019 @ 11:17pm 
This was really nice, thanks. Luckily it doesn't need to be recooked.
PartTime 26 Apr, 2019 @ 2:33pm 
Beautiful surroundings. It is a bit long! So there maybe would be a change of theme or conversations refreshing! I liked some ideas really alot! All in total it was really nice and challanging!
Red 6 Oct, 2018 @ 3:29pm 
A lot of these concepts and ideas you put into this level are good in theory. I like the platforming challenges you bestowed into this level, and it's clever how you want the player to use hat kid's momentum to their advantage. However, my most major complaint about this map is that it's plainly *too long.* The map doesn't change aesthetically aside from the color of the platforms so we're kind of just left with everything feeling the same, despite that not being the case. There's also points later on where the difficulty curve changed dramatically from being too hard to too easy. If I were to make a suggestion, remove like a third of some of the more unfitting aspects of the level, and recycle them in one that could use them better. Overall a nice experience, albeit it overstays its welcome for a bit.
roboMWM 9 Sep, 2018 @ 10:34pm 
Oh, white platforms can now fall too all of a sudden. Ok.

Needs checkpoints or no health as other commenters have elaborated.
chburn 3 Apr, 2018 @ 9:53am 
I like the glowing, simplistic aesthetic, but the lack of shadows and definite edges make depth perception and platforming difficult in some parts. Particularly, the spinning L-shaped blocks are annoying. The invisible path and the lasers were surprising and creative. Overall worth checking ot if you're looking for a challenge
Roughstone 3 Apr, 2018 @ 12:08am 
Checkpoints or do no health like the remake of the beta level mod. The platforming bits are fun and reasonably challenging (except for the part with the lasers which are absolutely ridiculous). I like the visual theme but the lack of shadow from hat kid is an unexpected hindrance.

In my opinion it's a great stage, lots of fun but:
-Bring back Hat Kid's shadow

-Remove HP since the level seems to be about platforming challenges, being knocked back to the start just makes it a grind to try and complete it just so you can practice the part you're dying to repeatedly.

-The laser bit is interesting, and if HP were removed I'd be less critical of it probably. But as things are it's a really difficult bit having to walk the narrow plank -and- move the camera so you can see where exactly the lasers are. There's no real depth or perspective to them.

I still had a lot of fun until I died to the lasers four times in a row.
ElectroByte 29 Mar, 2018 @ 2:44pm 
Had some kind of review of some sort in mind, but hit the 1000 character limit.

Short version: Give this level a miss.
Twentydragon 27 Mar, 2018 @ 6:30am 
Removing/nullifying Hat Kid's shadow made what would normally have been a really fun level completely infuriating. Some of the solid-color platforms could also use some way to see the edges, like black or white lines, but that's not nearly as big a deal.

That said, I like the general no-frills visual style. It just needs a little more clarity.
Matthew 2 Jan, 2018 @ 10:25pm 
i think if you added checkpoints after every area it would be 100% better.
D YellowMadness 31 Dec, 2017 @ 3:09pm 
Still, the parts where the platforms have dark edges work the best because you can properly see what's happening at those parts.
Sheriff Boyardee  [author] 31 Dec, 2017 @ 10:23am 
Yeah I agree with all of your complaints. Was just experimenting with style and challenge for this one. My next map will return to my usual form. Thanks for the feedback!
Eldigan 31 Dec, 2017 @ 7:36am 
I loved the challenge but the neon style got in the way of platforming too much, you can hardly see where you are gonna land due to no shadows on the neon
D YellowMadness 17 Dec, 2017 @ 5:12pm 
Nearly everything after the Jenga pieces is unbearable because of visual problems & bad programming. Especially the lasers. This level is just a test of how many times I'm willing to use the ghost command. At one point, you introduced platforms with gray edges so I could actually see what the hell was happening & that was cool. Then you got rid of them & the level became unbearable again.

I really like all of your other levels though.
D YellowMadness 17 Dec, 2017 @ 4:58pm 
There's no way for me to beat the wall jumping part with the moving walls because I can't turn after wall jumping so my air jump just make me go even further offcourse. I can do it in any level except this one. No idea why. Even if I could, I'd still despise that part because it's just visually confusing. Also, having to restart the entire level is horrible so I'm not going to.

Edit: I used console commands to get back there & eventually made it when the game finally decided to let me. Then there were the white things. Their shape is impossible to see & so are their movements. Console commands were required again.

The blue jenga pieces are a depth perception nightmare so console commands happened again.
Alice 17 Dec, 2017 @ 6:57am 
That one was quite tough
shadowbadger_0 15 Dec, 2017 @ 10:41pm 
Also, if you change it so that death doesn't warp you back to the beginning it would lower the difficulty by a decent amount. Not sure if that's what you're going for with this level or not.
shadowbadger_0 15 Dec, 2017 @ 10:37pm 
I finished it and had fun with the level, but it was one of the more challenging levels I've played. Yeah the blue platforms are definitely kind of glitchy, but other than that I'd consider the level difficult but mostly fair platforming. Which makes it good for a higher challenge level that isn't trying to be the super hard 'kaizo' style levels.
Camb0t 15 Dec, 2017 @ 8:59pm 
@Sheriff Boyardee Well, at least add lots of pons to the level with the yellow platforms, I keep dying there lol, that part with the rotating-super-thin pathway breaks me.
Pay Child Suport 15 Dec, 2017 @ 8:44pm 
this was harder than it initially is. and that's even with lilac's headpiece!

or maybe I'm just being impatient and end up playing it more than I should be.
Sheriff Boyardee  [author] 15 Dec, 2017 @ 4:29pm 
I don't know how to do checkpoints for when you die yet to be honest lol, but I will add more pons on each level for sure. Thanks for the feedback.
Camb0t 15 Dec, 2017 @ 1:46pm 
It would be nice if we could get some checkpoints that work even after you die or at least a bunch of pons on every level, there are a few that don't have any like the level with the yellow platforms (that's where I lost lol, will try again later). The amount of challenge each level gives is fair though, good job on that!
Sheriff Boyardee  [author] 15 Dec, 2017 @ 11:40am 
I am aware that the section with the rotating blue platforms is a bit glitchy, I will try to fix it as soon possible. Enjoy the map!