





Honcho had been teased for the better part of a year and for what we actually got in-game was really disappointing.
The fact the mail room can be entirely missed throughout several runs is insane to me. Putting what was essentially the main villain of the floor behind a chance-based appearance was such a horrible decision. Not to mention how anti-climactic the mail room is if you happen to lose.
Getting caught by Honcho is so easy due to how close he spawns behind you, and how little time you have to actually organize. The ending to the mail room isn't even different if you win, it plays the exact same animation except you just don't lose any health.
I honestly don't know what could be done to fix Honcho besides completely reworking how he and the mail room currently act in-game. Despite how long the wait for the Archives was, I honestly still believe this update needed more time in the oven.
I've been searching for a while and can't figure out why the devs would include this in the trailer. Is this a new entity?
With the release of the Archives, all subfloors will be free to access from the lobby as long as you have discovered them.
Personally, I don't like this change. I think the cost of stardust to access floors worked perfectly and gave a reason to actually play and reach them organically. I also thought that the Mines becoming available to everyone regardless of if someone beat it or not was a bit of a stupid decision.
I think some developers nowadays are afraid to stand on business, after they saw people complaining about not being able to access the mines, they changed it, which I don't believe needed to be done.
The Outdoors being free for a limited time was perfect, as it gave people time to learn the floor without having to go through the Hotel. imo they could have just done that again.
This is just my opinion though and not something I feel that strongly about
Base game charter is pretty good when it comes to all the unique camera presets it has, but when it comes to other things I feel it's severely lacking. The events, special notes, and animations are all extremely situational, and most of them can't be used in most other songs except for what they're intended for.
Hopefully we get some unique notes that can be used regardless of the song, although I don't know what those could be, and hopefully the animation menu shows which animations can actually be used instead of having to type the specific animation in manually.
NSFW because of language
I want to hear some opinions on the entities and overall difficulty of the outdoors. Which entities do you think are too punishing and how would you fix them?
I personally would have the Groundskeeper act on a 3 strike system before insta-killing, instead dealing damage to you by removing you from the grass if caught.
I also think it would be nice for monuments to instead put you into a QTE if youre above half health, which would allow you to fend off the monument if you succeed.
Thoughts?
Update soon. . . . Surely.
I've been charting with the base-game editor and I'm already feeling like I've used everything it has to offer / already pushed it to it's limit in terms of cool things I can do in songs. So I was wondering if anyone else knows of any cool things I can do to add a little extra flair to songs, or just general advice on stuff I'm already doing.
Some of the messages that can play in the chat seem to be from someone trapped somewhere, maybe Glitch? I doubt this will have any lore significance but it's a cool easter egg
Was there some new release that canonized these names for Curious and Guiding Light? Because all I can think of for where they got these names was from the Outdoors' paintings in the cabins, but why are people only calling them Starlight and Moonlight now? What changed?