A Hat in Time

A Hat in Time

Hotel: Warped (Legacy)
32 Comments
Hyperboid 1 Nov, 2020 @ 12:37am 
Why does the map add a new character?
Himiko Toga™ 14 Oct, 2020 @ 9:23am 
The post CR update which made the map a bit easier but still challenging is still great, best part is still the Water Rising Sequence; however, the only gripe i have is the nerf to the Bench, it has sadly been removed from next to the door... :Marisa:
Estrateking 4 Oct, 2020 @ 4:15am 
The instadeath platforming section has no place in a challange road.
Vallite King 3 Oct, 2020 @ 4:55pm 
It's a challenge sure. Proved so in Challenge Road. But I got through it with 3 lives remaining. Hard but it's beatable. Just requires planning before proceeding.
Floxu 29 Sep, 2020 @ 9:39am 
Interesting map, I do find it a bit hard, though I'd say it's well made :)
Mumbo 29 Sep, 2020 @ 3:15am 
This is such a bad map, you don't have any clue of level design.
PokeLoLPlaY 17 Sep, 2020 @ 4:35am 
totally unfair, i couldnt climb over some platforms, the water secuence was a wate of tim, i dont recomend this level even if u have the rest of your life to reach the end.
Himiko Toga™ 14 Sep, 2020 @ 5:14am 
Ok after playing through this Level aside of the CR, i can understand why alot of people were frustrated with this Mod level, at first i really hated this level because of the water rising sequence; However, after playing through it and understanding how it's a reference to Ori and the Blind Forest cause of the music playing during the sequence (i've never played Ori & the Blind Forest btw), i tried to learn how to reflex memory everything through it to finish it throughout the CR and i only lost 1 life throughout my CR run after my practice runs, it was only difficult because of how absurdly stupid i am and my dislike for Platforming games.

So overall i liked this Mod Level since the 3 levels after it in the CR was pretty boring compared to this masterpiece, I loved the Music during the Water Sequence as well. :lwaakko:
Бill Иye the Яussian Spy 6 Sep, 2020 @ 12:20pm 
Sage, I imagine most of the harshness (including some of my own) was based in frustration from the rising water section's poor compatibility with CR's lives mechanic (see last comment from Shadow). In my case, though, it was also because of the end of Shadow's comment on the 28th smacking of elitism, especially given the other point.
TheShadowHat  [author] 4 Sep, 2020 @ 1:43am 
that section's meant to be one you can try and try again till you get it
sadly CR didn't treat that section well, for obvious reasons (3 lives)
Kopskey1 2 Sep, 2020 @ 8:53pm 
Why would you make an instant-death portion that doesn't allow for 1 mess-up? That's not tight platforming. That's NES level cheap.
Sage 31 Aug, 2020 @ 1:01pm 
uh, wow, i mean... as i said before i don't even like this level, but you don't deserve these incredibly rude, abusive comments at all. i look forward to giving it another shot after the patches!
Бill Иye the Яussian Spy 30 Aug, 2020 @ 9:49pm 
Gonna second all the comments calling this level trash and its inclusion in a CR a mistake. YouHaveFailedVanu hit on all the important points, though I'll add that not always being able to double-jump right after hitting a water balloon is frustrating.
zoning.x 30 Aug, 2020 @ 6:53am 
As the first challenge road, this stage is too difficult. Game over three times. Please lower the difficulty level.
Galo Sengen 29 Aug, 2020 @ 4:42pm 
Imagine forcing the player to turn off sound because you blast their ears with static sounds during a jump you can barely see due to the lighting in the room. That being said, fck your map and it's design
TheShadowHat  [author] 28 Aug, 2020 @ 7:57pm 
ori's good
Kevin 28 Aug, 2020 @ 7:29pm 
good job with the ori music
TheShadowHat  [author] 28 Aug, 2020 @ 5:44pm 
you can't patch levels if it's in a CR, sorry
i have some patches planned after CR (speedrun DW, tweaks for making the level more fair, and other things)
not gonna make it easier though, this level's meant to be a mark above the base game's difficulty and require a little more knowledge of hat kid's moveset than in the base game
21 Kid 28 Aug, 2020 @ 2:10pm 
AH YES KILL ME you know that you can remove a courter of the life bar,
and your streamer hates you
DimasterUp 28 Aug, 2020 @ 1:39pm 
This level is just all broken... Why gfb put this on the challenge road. I'm just suffering.
euψychius 28 Aug, 2020 @ 6:17am 
putting this pos in challenge road was a big mistake
Shararamosh 27 Aug, 2020 @ 2:25pm 
I hate this level so fucking much, I am not even sure how to describe it.
Sage 27 Aug, 2020 @ 11:07am 
sorry about that then! when i died at the rising water section, it restarted the whole level (not challenge road btw, just playing normally). maybe i just missed them?
DeadlysonPL 27 Aug, 2020 @ 6:59am 
That was the first level I ever had to pause during a timed section to change a badge (I had the scooter almost all the time, but at one point the jump just fails if you are on a scooter, and with water rising that was the safe option)
NC Pain 26 Aug, 2020 @ 2:47pm 
Thanks a ton Shadow much appreciated! Good luck on all your future project stages, looking forward in seeing what you come up with =)
TheShadowHat  [author] 26 Aug, 2020 @ 3:52am 
you made me think for a second the checkpoints somehow broke, don't scare me like that
also the music is Restoring the Light, Facing the Dark from Ori and the Blind Forest!
I'll tweak the escape sequence a bit after reading some of the criticisms after CR (you can't patch a level if it's in CR)
Sage 25 Aug, 2020 @ 11:35am 
the lack of checkpoints really does this level no favors. it's not terrible, but having to restart the whole level cause i got instakilled by the water? that's... just not worth my time. i'm sorry.
NC Pain 25 Aug, 2020 @ 4:53am 
I enjoyed this stage overall, had a nice challenge to it and epic music in the water section. The only gripes I have with this stage is during the timed sequence. While your racing against time it's very easy to miss/overlook the extra time clock near the square and bed area, the other one is missing the pon in the room with the spider, the way the strings are aligned will confuse players and cause you to miss the pon and the spider your suppose to kill to open the cage. Other than that really enjoyed it :steamhappy: Also, can you please tell us the song used in the water platforming section?
YouHaveFailedVanu 25 Aug, 2020 @ 12:55am 
(part 2, continued from below)

3. Unsatisfying mechanics: The main gimmick of this map is that balloons only have half force. I don't understand why this was needed, wouldn't it make more sense to just increase distances and keep the balloons the same? Balloon jumping just feels flaccid, and it really does feel like the map is implementing a gimmick for the sake of having a gimmick.

4. Waste of time: The instant kill on the rising water falls squarely on the 'waste of time' segment of the wheel. Not sure if it's possible to be constructive about this point.

All in all, I thumbed down this mod, and it might be the first one that I'll skip entirely on a challenge road. I'll give it another shot later, but signs aren't positive. I wish you luck on your next project, I thought the map looked nice at least
YouHaveFailedVanu 25 Aug, 2020 @ 12:55am 
I don't think this mod is very good as it commits several cardinal sins of level design:
1. Unclear platforming: On higher graphical settings, the bloom with the ice cube in the cafeteria makes it difficult to identify it as a valid platform. This is made worse by it being a bit too tall to jump on (the character does a weird hop to get up, instead of the normal ledge grab and pull animation).

2. Inconsistent: During the timed sequence (which also felt out of place, especially since it doesn't use the main gimmick of the map), the eye that protects the cage points at a pon and a spider. Bad practice on two levels: a. as far as I'm aware, this is the first case that I can think of where it doesn't point at an enemy; b. having collected the pon, I thought there was a pon up in the ceiling, wasting valuable seconds.

(part 1, part 2 to follow)
ScatlinkSean 25 Aug, 2020 @ 12:10am 
The Hat Restriction basically makes another clone Hat Kid you temporarily play as, which is why the tag is there. The FrostBurn Cliffs MOD does the same thing with their special Hat Kid.
crazymachinefan 6 Aug, 2020 @ 7:29pm 
the map has an extra playable character that looks and functions identically to hat kid, likley the reason for the tag