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Celeste Midnight

Cart #midnight-0 | 2023-05-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Welcome to Celeste Midnight! In essence, this is a harder version of Celeste. I added a Deathless mode, a way to show hitboxes, a skip level function, and some TASing capabilities in a new code tab. Have fun! :)

P#129963 2023-05-20 14:44

Nice. I like how you added a bunch of "berries" and were a bit more creative making the levels more difficult rather than simply adding spikes. I don't know how many total berries there were but I got 28.

P#129978 2023-05-21 01:43

that was a fun mod! i like how some speedrun routes are closed off and given a bit of a new route. i got a time of 14:18 and 22 berries collected, nice!

P#129980 2023-05-21 03:07

got softlocked in 1500m, besides that, this mod is actually good

P#129991 2023-05-21 12:55

@ooooggll Thanks for your feedback! There are actually 29 berries.
@VaniaIsAnIdiot Thanks! I specifically tried to change each level to either change the route or make it harder.
@Ser_Pix8 You can escape that softlock by dashing diagonally downward. You can also encounter this with some precise movement at 300m.

P#130006 2023-05-21 23:09

A round 100 deaths with all the berries on my first playthrough! A lot of fun, especially because the levels were usually remixed in creative ways without becoming as grindy or frustrating as other levelpacks.

P#130040 2023-05-22 20:41

@Rascal Thanks! That means a lot, lol. A main pain point for me is 200m due to its precision.

P#130041 2023-05-22 20:42

Great mod! Normaly i find mods remaking the original stages pretty boring but this really spiced thing up. Also i was just wondering but did you make the hitbox overlay for this mod or was this something that already existed? I've never seen it before and thougt it was prelly cool.

P#130064 2023-05-23 13:32

@Discobarrack Thanks! I made the hitbox overlay, which was surprisingly easy, since most sprites have a hitbox attribute that I simply added to the drawing code for it. As for the spikes, I poked around in the spikes_at function to determine the effective hitbox.

P#130080 2023-05-23 20:29

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