(-g gl --no-gui) MD5: b67a5fce3b2a736652c7bf31eabefb4c
This is an improvement of 2.47 seconds from my previous User File.
Introduction:
- "Don't Look Back" is a Adobe Flash platformer created by Terry Cavanagh (also known as the creator of "VVVVVV") This platformer is based off of the Greek mythology of Orpheus and Eurydice which I'm too lazy to explain all of that. I'll give you a quick rundown of the game though.
- Your goal is to find the spirit of Eurydice and bring her back to the beginning of the game with some obstacles and 2 boss fights. If you turn back while Eurydice is following you, you lose her and start from a checkpoint. (There's a lot of them in this game)
Game Physics and RNG:
- Most of the improvements come from RNG which can be toggled with the initial system time. Some enemies don't have RNG like snakes and spiders. The rest do though. After watching a few speedruns after I finished my obsoleted movie, I just realized I can defeat the first big enemy without slowing down if the first bullet shoots upward.
- On the final boss, I barely managed to get the final hit sooner from delaying my time of the fading platform as much as I possibly can. Also, there's an intentional death as it's faster to respawn then to wait for the platform to come back.
- Screen transitions are weird. In this platformer, If you jump while transitioning into another screen. your jump will not carry into the next screen meaning gravity will take over instantly. There's one area where I can use this to my advantage and that's near the end. While optimizing my jump, I can land a massive jump without taking landing delay by landing the same time as the screen transitions to the next. (which I'm so lucky that it barely lines up too) There's a few areas that might be possible with this trick. Don't know if it would save any major or any time in general though and I'm happy with these results.
Casual Playthrough:
nymx: Claiming for judging.
nymx: Overall, this run looks fantastic. It's clear that navigating through it is a straightforward task. However, there are a few small hurdles worth noting, though they’re all quite understandable. For example, there are moments where minor enemies get in the way, causing a brief pause. At 1:43, the boss fight has a bit of downtime while waiting for it to become vulnerable to another shot. Similarly, at 2:01, the large enemy clearly needs to be defeated to progress, yet is done as you approach without time loss, but at 2:14, the terrain makes things trickier, causing some unavoidable delays. At 2:17, this was the only moment where I thought there might have been an opportunity to save time. However, after reviewing it more closely, I realized the last shot wasn’t too far of...it was actually timed perfectly to hit the boss at the right moment, aligning with the vulnerability strategy mentioned earlier. Good work on this.
Accepting to "Standard".
fsvgm777: Processing.