A Hat in Time

A Hat in Time

204 ratings
the Corrupted Blue Rift
   
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Level Type: Time Rift
Availability: Available Instantly
File Size
Posted
Updated
288.038 MB
7 May, 2019 @ 12:52am
17 May, 2019 @ 10:11pm
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the Corrupted Blue Rift

Description
My first mod, getting into the modding scene with this somewhat difficult Death Wish styled Rift run with a miniboss at the end!
Would have liked to figure out how to make it an actual Rift Collapse level, but oh well. Enjoy! And good luck!


-Contains 2 optional Rift Tokens.


-No special hats required! Just use your skills to get to the end.


15 Comments
404_coffee.exe 24 Oct, 2022 @ 8:29am 
again fun to play on!
Rajara  [author] 18 May, 2019 @ 8:10pm 
You can Slide without the No Bonk if you slide dash right at the wall.
Blekksverd 18 May, 2019 @ 5:48am 
I'll admit, once I remembered to use the time stop hat, the last part become more than doable.

Why do I always forget to use that hat...
Sky Blue Sky 18 May, 2019 @ 2:26am 
My chief complaint is that the only way through the fence at the slide segment is with a No Bonk badge. I have tried several combinations before coming up with that. You might consider adding some ground to prevent the fuss of trial and error during a timed challenge.
Rajara  [author] 17 May, 2019 @ 10:09pm 
and @Blekksverd, I have been able to clear it with over 40 seconds left on the clock, so time shouldn't be an issue. Try using sprint hat to outrun the bully crow (since he is invincible) and whack at the owls for multiple hits! Or use multiple homing jumps!

As for the bonus paths, the first one is meant to be a tease ;)
Rajara  [author] 17 May, 2019 @ 9:56pm 
Oof, Nyakuza update broke something, time to fix.
Astra 17 May, 2019 @ 9:42pm 
made me die infinitely and then crashed my game
Blekksverd 13 May, 2019 @ 1:57am 
Having the optional paths serve as replay value is fair too, though I'd suggest making the first one a bit more hidden in that case, since the level design seems to invite going for it first as it's just as easily available, if not more so than the main path. I think the level design should communicate that the bonus path is something you shouldn't necessarily go for immediately, which I think you did successfully for the second bonus as that one was out of the way enough that I felt like saving it for later.

Anyways, that's just a couple of suggestions from me. They might be a bit subjective, so it's up to you whether you want to listen to them or not. I still think you did a pretty good job for your first mod. I kinda want to test it out again now that I've had time to think more about it, but obviously can't until mods are turned on again.
Blekksverd 13 May, 2019 @ 1:56am 
Yeah, I understand that finding the right amount of time for the timer can be tricky. I've been thinking a bit, and I think I have a suggestion. Forget what I said about removing the timer, for the most part the level works fine with it. What I found frustrating was that the miniboss at the end that would always make me lose the time I had left. I think I'm doing well with my time only to then get stopped in my tracks right by the finishing line. Something I think could help with that would be adding a clock pickup or two right before the miniboss to give you extra time. That will assure that you have a fair amount of time to defeat the enemies, and I think you could leave the timer with amount of time you've given it, as I think the course up to that point was fair within the time given. It might also work psycologically as an indicator that an additional challenge is coming up, kind of like a checkpoint right before a boss fight.
Rajara  [author] 9 May, 2019 @ 1:33pm 
@Blekksverd Yeah, I was trying to figure out the best way to balance the timer with the challenge. Some tests left it with too much time, while some had too little. Though it is meant to be a Death Wish style challenge. I suppose I could make one without the timer, but it would be a rather short level otherwise.

The optional paths are meant to just add replay value and for fun for Rift Tokens.