Why doesn't time end first frame you enter the elevator? It makes no sense to end time when the screen is fading. Load times between Act 1 and Act 2 can also be differing depending on how fast the other person loads in so that should be taken into account into. You can also start moving around in the small room during the long cutscene at the beginning so technically it's really hard to know for sure whether you start time on first actual input. Just to avoid any issues there I advise just starting time as soon as chat shows up because it's impossible to open any doors or interact with anything during the cutscene anyways.
I think you should change SURVIVE% to All Tasks Glitchless% since theres a way to complete all of the tasks faster with the new glitch which would make for a pretty fun category. So, we could make a new category called All Tasks Glitched%.
The issue pertaining to some multiplayer runs is that players are seen moving before the timer starts, therefore making most times faster. Time should start on first movement of any player rather than starting when the recording player begins movement.
They arent replicable. Theres something hes doing to enhance his player speed because hes a whole second over me while my run is better. I thought that maybe running on the ground allows you to sustain speed while jumping loses but thats not the case either. Theres nothing explainable here. Maybe one of the purchasable items in the shop. I have no idea frankly.
You cant really see anything when spawning in until you look up to re-orientate yourself. When in first person there isnt an issue.
this game has been up for a little. when do we think it will be receiving categories?
i think this game needs some more active moderators because my runs have been pending for almost a month now
When loading in to the game, we spawn at a different location on the predestined checkpoint, making certain runs slower or faster since timer starts on first input after the play button has been pressed. So we dont need to leave every attempt, how about we start timer as soon as we leave the vicinity of the first checkpoint and solely go off of our timers than the in-game ones. (the in-game timers also dont start until you leave the vicinity of the first checkpoint) This will allow for easier resets so leaving and rejoining isnt a requirement every time.
I feel as if a new category should be added called skips because there are maps like Melodical Fantasy, Dragons Lair, and Ravine that have game-breaking skips in them and these runs are put up against regular ordinary maps without the huge skips and saves.