I rightfully didn't design anything around it, though, due to it being so finicky... so heck, if someone figures out some tech involving the cape, that'd be pretty fun.
About the best kind of mentality to have about those kinda things.
You're correct in that the second phase of the APE is a bit random, too; without a fade to black to hide changing its position and whatnot, the timing of my script so that it doesn't explode when being knocked down nor does it throw pickaxes before swapping to its second phase is kinda tight. I figured the slight randomness doesn't impact the fight too heavily, though
I don't know if it's worth worrying too much about it given the randomness of it in general but I did at least once die to it because it flew low enough to not be safe to stand beneath (which I do to shoot it).
I typically swap to the cape and dash sideways to swap to "swimming mode" quickly, or swap to the boots if all I care about is swimming vertically.
Yeah I was already using the cape because it gave better horizontal speed in the section where speed really mattered, and it was probably the safest option otherwise given that you could just hold up.
I see you changed it though, that'll certainly help.
That 2B-2 exit thing is... interesting, since I figured players would immediately see the save down below while doing the back-and-forth swimming parkour and beeline for it once the path was clear. If that happens to anyone else, I'll have to consider moving around some tiles so that you're forced down by the save before exiting to the right.
My guess is that I was a little bit too focused on the challenge itself to really think about the save point but to be very honest I should've also gotten back to the sparkle to get air first.
I probably also should've taken the hint that I was walking into a boss room.
Oh and looking back I guess because I was using the cape I was also holding Up all the time, which leaves it kinda off-camera.
I had a hard time justifying an "in character" reason why the water appears during the Ninja fight, but ultimately it's there to reward the player with a much more possible way to survive the Ninja's final shuriken barrages before he's open to attack...
I meant moreso wether the fight is even possible without the swimming item. Are you supposed just tap the Jump Boots if you don't have them?
Mostly curious because I imagine that it'd be frustrating for some people if they skip the item and run into needing it. (But that would mean ignoring an item or deciding that it looked optional and not worth your time which tbh the game shows you the chest so that'd be on them i guess.)
The Bunker as a whole is where I felt like getting a bit meaner with my traps since it's actually the final area of the game! Granted, it might not be the case if you haven't been completing all of the bonus areas (in which case you gotta eventually do those to reach the final boss), but still, I guess you could say I was feeling cheeky. :3
Oh that's closer than I thought.
I think I missed a 1-A if that exists while I also haven't spotted anything in the 3rd zone yet, most likely what I'll do is scout those out before I start recording and continue.
But yeah if it's the final area then that's a justified meanness lol.
Fun fact: it's tied to an achievement!
wait what do you mean achievement