A Hat in Time

A Hat in Time

FrostBurn Cliffs (Demo) [READ DESCRIPTION]
SamiSha  [developer] 10 Jan, 2020 @ 3:13am
Feedback Thread
Please let me all things you liked and dislike in the mod, it will mean a lot to me, this is Demo just to be clear!!
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Showing 1-11 of 11 comments
Dr. Logan (Ua) 11 Jan, 2020 @ 7:20am 
I met so many places, where I was stucked by invisible things. It was stoping me sometimes when I tried to run time rift.
SamiSha  [developer] 16 Jan, 2020 @ 12:53pm 
Originally posted by Gofastmike:
That last bit before the rift was fun, wish there was a way you could reset that section and do it again without having to reset the whole level.
I should've made the statues more clearer as some of them make you skip to the last bit if you reached the last bit for the first.

Overall, I will note this for the future, thanks!
SamiSha  [developer] 17 Jan, 2020 @ 1:31am 
Originally posted by Gofastmike:
I know about the statue, but it just boots you to the top of the first area. What I want is something in the last area that resets it without having to go all the way back to the start. Maybe after completing the level for the first time, there could be a new statue near the time piece that sends you back to the last area with everything reset, so you can do the last section from scratch without having to go through (almost) the entire level. If you actually have started over, you'd just need to go to the "skip first area" statue, climb up to the time piece, then activate the "reset last area" statue. Granted, it would also let you skip through almost the entire level, except for two things: 1) You'd have to complete the whole level at least once to enable the skip function. 2) Being able toblindly crash through everything like a locomotive2+ times in a row would certainly be worth it.
That's unfortunately impossible, collectibles like Rift Pons do not reset and there's no way to respawn enemies back.

Not to mention breakable walls as an obsticals won't respawn back.
SamiSha  [developer] 17 Jan, 2020 @ 10:33am 
I will look into it, thanks for the comments anyways! :winter2019happyyul:
thisloginworked 4 Mar, 2020 @ 2:40am 
Just the design of the levels alone was very well done. I found myself lost at some points but I think it was me just getting used to the momentum of the level. The time rift itself was pretty much good. The only times I got stuck were when I had to figure out where and when to jump. Might wanna make that a little more clear. Arrows work but it might be more fun to get creative with how you can imply you can make certain jumps through level design. You got a lot of the good stuff down. As for the death wish difficulty it was alright. I guess an "issue" would be that once I figured out how to cheese the rift by optimizing rift pon collection, I pretty much backseated. There wasn't much worry to it is what I mean. I don't know how you meant the course to be finished under death wish difficulty but it might be fun to encourage going fast by considering where to place the rift pons. I wasn't a huge fan of the pacing of the death wish run. I would like to be encouraged to go fast by actually going fast. Place more of the hot peppers or ice berries in easier to reach areas rather than out of the way. The same goes for the clocks. I do just as well slowing down to reach some of them but I'd like to go fast and catch one of the clocks at the same time. (this is very much for the clock placement in the 2nd portion of the time rift (near the beginning off the little isle in the volcano) and the one on the cliff in the ice portion. As well as the one in the third portion that sits near the edge of a cliff on an ice hill right before the clouds. I found myself just slowing down to catch it then going back to building the momentum. I think there could also be a better way to place the birds guarding one of the rift pons in the third portion for death wish mode but that seems like it might require a bit of revamping in that area. Other than that nice job
SamiSha  [developer] 4 Mar, 2020 @ 3:17am 
Originally posted by thisloginworked:
Just the design of the levels alone was very well done. I found myself lost at some points but I think it was me just getting used to the momentum of the level. The time rift itself was pretty much good. The only times I got stuck were when I had to figure out where and when to jump. Might wanna make that a little more clear. Arrows work but it might be more fun to get creative with how you can imply you can make certain jumps through level design. You got a lot of the good stuff down. As for the death wish difficulty it was alright. I guess an "issue" would be that once I figured out how to cheese the rift by optimizing rift pon collection, I pretty much backseated. There wasn't much worry to it is what I mean. I don't know how you meant the course to be finished under death wish difficulty but it might be fun to encourage going fast by considering where to place the rift pons. I wasn't a huge fan of the pacing of the death wish run. I would like to be encouraged to go fast by actually going fast. Place more of the hot peppers or ice berries in easier to reach areas rather than out of the way. The same goes for the clocks. I do just as well slowing down to reach some of them but I'd like to go fast and catch one of the clocks at the same time. (this is very much for the clock placement in the 2nd portion of the time rift (near the beginning off the little isle in the volcano) and the one on the cliff in the ice portion. As well as the one in the third portion that sits near the edge of a cliff on an ice hill right before the clouds. I found myself just slowing down to catch it then going back to building the momentum. I think there could also be a better way to place the birds guarding one of the rift pons in the third portion for death wish mode but that seems like it might require a bit of revamping in that area. Other than that nice job
Thanks a lot, I appreciate it, yeah I fully agree about the "getting stuck over where to go" this has been a constant feedback and has been addressed heavily in the none-demo version.

As for the clocks this was experimental and has been removed entirely from the main mod due enforcing linear pathing with very little creativity and instead has been replaced with pressured objectives like "don't get damaged by fire or ice" & "One hit hero equipped".

Additionally I'm adding green Pons to the level that hopefully also makes its less of an annoyance to know "where I should be going or jump to next".

Sadly I cannot update the level during the challenge mode, if I do so it will be automatically removed, this has happened during one of CRs where there was 7 to finish which were reduced to 5 because some modders did small updates to them.

Either way I appreciate your post.
HummingVoid 4 Mar, 2020 @ 3:43am 
This level is awesome! I love the fire and ice mechanic and the use of Crypt of the Necrodancer OST for the time rift.

One criticism I had is that the time limit on Standard Mode feels a bit too tight for a new player who was caught off-guard by the time rift and doesn't know what to do or where the pons are. Perhaps adding an extra 10 seconds or so will help. The Hard Mode can be left alone since it's already good as it is.

Besides that, I love this level. It's very creative. Great job, and keep up the good work!
Last edited by HummingVoid; 4 Mar, 2020 @ 4:54am
warmainiac 1 May, 2020 @ 11:09am 
i like this map, but lately i have been getting into custom characters. can that bit be unrestricted as when this was in the challenge level sets it swapped the character i was playing as (braixen from pokemon) with hat kid.
SamiSha  [developer] 1 May, 2020 @ 11:20am 
Originally posted by warmainiac:
i like this map, but lately i have been getting into custom characters. can that bit be unrestricted as when this was in the challenge level sets it swapped the character i was playing as (braixen from pokemon) with hat kid.
This is a side effect of how the restriction system sadly, its pretty old and not much to be done about it unless you have player select in your mod menu which allows you to select back to your playable.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753585774&searchtext=player+select
warmainiac 1 May, 2020 @ 11:35am 
that mod is incompatible with a badge mod (extend badge count to a max of 5) that i like keeping more than that (mostly because the braixen mod already comes with the ability to swap between hat kid and braixen in ship) and the sonic character mod does the same thing as the braixen one
SamiSha  [developer] 1 May, 2020 @ 11:44am 
Originally posted by warmainiac:
that mod is incompatible with a badge mod (extend badge count to a max of 5) that i like keeping more than that (mostly because the braixen mod already comes with the ability to swap between hat kid and braixen in ship) and the sonic character mod does the same thing as the braixen one
Well that's mods for you, they are incompatibal with each other lol, though Player Select is a good solution around this.

¯\_(ツ)_/¯
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