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Modded Celeste | Sapphire Dash FC (1*) скачать в хорошем качестве

Modded Celeste | Sapphire Dash FC (1*) 2 месяца назад

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Modded Celeste | Sapphire Dash FC (1*)
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Modded Celeste | Sapphire Dash FC (1*)

My fourth hist clear and first non-SJ hist clear. Map: https://gamebanana.com/mods/410693 Stats: Time: 9:33:55 Deaths: 5648 Enjoyment: 9.2/10 Individual Room Stats: f8 - 23:45 enjoyment: 9.0/10 red expert - green gm; great intro room, input density isn't too high and easy to route but still provides a fun challenge f7 - 18:38 enjoyment: 8.2/10 green gm; kinda felt like a second intro room, makes sure you are able to backboost, gultra, and a pretty easy version of a delayed ultra. the only thing i had a problem with is the pacing felt interrupted by the touch switch section. f6 - 32:44 enjoyment: 8.5/10 yellow gm; this room is where the difficulty starts to pick up and the input density increases a bit. not much else to say about it tbh but solid screen f5 - 1:41:08 enjoyment: 9.2/10 red gm; first room that gave me a good challenge. the speed from the ultra using the first jelly was incredibly satisfying to pull off and the whole screen flowed really well. only part i didn't care for was the bubble spam but i'm generally biased against that in almost every level f4 - 1:33:45 enjoyment: 9.8/10 red gm; probably my favorite flag in the level. this screen introduces batteries, which i personally really enjoy as a mechanic because i enjoy heavy throwables in general. i also enjoyed the consistent difficulty of the screen f3 - 1:52:37 enjoyment: 7.9/10 cracked gm; a large step up in difficulty and input density. had potential to be my favorite screen, but two specific parts really brought down my enjoyment. the zip mover gultra felt incredibly awkward to me, regaining my dash felt like a coinflip sometimes even though i knew the issue, and the following spring cancel was also awkward to me. the two kevins that led to the end sometimes just wouldn't line up and the zip mover after never lined up with the kevin so i was just guessing when to let go of grab sometimes. otherwise a very fun screen but thank god i fluked the ending f2 - 2:44:36 enjoyment: 9.6/10 cracked gm - green gm+1; incredible 'final' screen, combines everything from previous screens while also adding another heavy throwable. the speed check at the beginning, although difficult because of the tight backboosts felt super satisfying to pull off, and was easily one of my favorite parts of the level. the throwable gameplay is a little weak for a final screen imo but it's not that big an issue considering the screen is longer than the others and still has a decently high input density. moonberry - 22:50 enjoyment: 9.8/10 red gm; this is what a moonberry should be imo, a short, optional challenge screen that introduces new tech and feels great to pull off. madeline 'clipping' through the electricity as a speed check was a good touch

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