NSS: I was actually talking about the FINAL final boss, the one after you best you-know-who, and who I'm not sure you've seen yet. I neglected to give him an invulnerability period, so he just gets wrreeeeeecked by the Laser.
Ah, okay. No, I never beat the you-know-who. The last few times I actually reached the end of the game before starting over on a new demo, I tried cheating and kept dying from the scripted attacks that still damage you despite invincibility. This last playthrough I've resolved to avoid cheating at all, much less past any bosses (which slows me down since I cheated past several of them before, like revamped Stun Beam boss and later Iron fights. Fighting them honestly is HARD! Until I learned the patterns - or got lucky.)
You know, one thing I hate about my play habits - I love metroidvanias, but mostly for gaining new equipment/abilities and exploring new areas. (And fighting cool bosses of course!) Once I near the end of the game and there's really no substantial new areas to explore, my interest starts to wane; once I've backtracked and explored everything I can and face the final boss, it becomes hard to motivate myself to beat the game, if the boss isn't a cakewalk (typically not the case, of course.)
Seeing the ending(s) just isn't that big of a draw for me, knowing there'll be no more exploring afterwards anyways, and knowing that I don't get much satisfaction out of simply completing a game.
But I must beat this! I want to see all the endings to Zodiac, too. Without being cheap and noclipping my way into the ending sequences, heh heh.
As for the laser, I got a better idea. I'll change the passive subscreen in flying levels so there's a little button that says "L" and has a picture of the laser blast down in the middle part. That way, people at least can look up and see what's going on.
Suggestions:
L/R subscreen buttons: Shift the Energy (money) right where Keys used to go, and put smaller frames labeled L/R underneath the A/B frames, with smaller icons for jumping and dashing inside them. Dashing would be empty or the frame/label entirely hidden until you gain Dash Jets 1. L icon could be a boot/boots, possibly animated hopping or alternating with an up arrow. R icon could be animated running boots, or just alternating with sideways arrows.
During corridors, the L icon would be a Ship Blast icon, and the R would be empty, or the entire frame/label removed.
This would mostly eliminate players who can't RTFM from being confused about how to jump when they start in Aquarius, and avoid players like MW not figuring out they can now dash after gaining the Dash Jets... Perhaps the relevant L/R icon could flash for a couple seconds when you gained an upgrade that affects L or R movement?
Shield Module/Black Hole & Supernova Armor: Also, as far as the ring upgrades, suggest you limit the duration of the graphical effect to the length of the sound effect it plays (the former lasts far longer than the latter and clashes.) Also, if it lasts shorter, suggest freezing character in place momentarily while it plays out.
Bugs:
Ice Beam:

I was trying to see if I could ascend here with just the Ice Beam, and these two iceblocks I formed on the enemies below never expired. I think I may have formed multiple blocks on top of each other so maybe layering them causes the later block to replace the earlier and swap back when expired, but then earlier one doesn't expire? Dunno. I froze some of these guys higher up and their blocks expired normally. I didn't think to try killing all the enemies to see if this would cause the blocks to disappear.
Wallet 1 & 2: The Wallets appear to be displaying in the wrong CSet on the submenu:

On the left are the sprites as they appear in ZQ, on the right is how they're displayed on the subscreen in ZC.
Magnet block bug:
M23 S12: F6 trap, I think?* There's still a magnet block on the bottom edge at pos 167, so you can fall into S22 and get stuck.
*Basing this off the last maps you sent me. You may have fixed it since then? The others are all fixed on the Taurus map though...
Switch tile bugs:
M19 S1A: Switch changes CSet/colors when triggered.
M27 S09: Switch changes CSet/colors when triggered.
M27 S19: Switch changes CSet/colors when triggered.
M29 S7D: Bottom half of switch changes CSet/colors when triggered. Also, it should trigger to an opening door graphic, not an exploding platform graphic.
M33 S03: It should trigger to an opening door graphic, not an exploding platform graphic.
(This is based on the last unlocked beta, so you may have fixed some since then? Also, this is all of the switches - I confirmed the rest trigger to the same color and proper graphic.)
Aquarius Bubble: Doesn't always rise upwards where it ought to.
And as seen in today's LP, lol (https://youtu.be/-dkeRRaaX3o?t=4m25s) you can use the bubble to swim up out of the water on the left side of the screen in Pisces 38. MeleeWizard didn't figure it out, but you can dash left from the upper-left corner and reach the platform in S37 with the Energy Max Up upgrade early, without the Grapple Beam. It only happens on that screen, and only to the left of the long blue pipe right of the entrance, and not on S36, S37 or S39, so you can't reach the doors in S36 or S39.
He also found another spot, in Pisces 60, where the collision detection or whatever seems buggy (https://youtu.be/-dkeRRaaX3o?t=15m10s) which I'd noticed before but didn't bother posting - since it breaks on the ceiling, you couldn't use it to rise up and over the ledge to the right anyways, to explore that area pre-DJBs.
I know the Bubble acts buggy in some other screens and doesn't let you rise as high as it ought to (like the terminal room in Aquarius 71, which I think I reported earlier) but I don't know if this is something you'll fix and worth looking for more instances of? I could make a comprehensive run of all the partially-underwater screens checking if you care about it.
And dammit, something just crapped out my gamesave and/or config. Even though the .qst file is right where it should be, named as it should be, ZC "can't find it." So it looks like I get to start over AGAIN.
Edited by newstarshipsmell, 20 September 2015 - 12:37 AM.