Uploaded November 2020 | Updated September 2026, 2 weeks ago
Been working a bit on updating Guardian Rock along with the other demo stages to address some bugs and design issues i've noticed from watching the various SHC streams and showcases. While not too noticable in the video itself there's been a few updates to the collision to plug some holes that you could fall through in the 3D section, along with a bit more terrain polish. The 2D section has also gotten a few notable changes as well, with another checkpoint being added at very start so you won't get kicked back to early in the 3D section if you die, the second crab stomping sequence being made into less of an unfair difficulty spike, and the bottommost moving platforms towards the end of the 2D being made larger so they work more as an extra safety net.
I've also been working on Classic Chemical Plant a bit more recently with quite a few new camera angles and bits of new terrain added. The terrain isn't quite as substantial as the demo stages but there's a couple new alternate paths in the stage now along with some of the big clumps of platforms that were present in earlier versions being replaced with proper terrain. Overall the stage isn't too far from completion and while i'm not gonna promise it i'd like to have it finished by Monday along with the updates for the demo stages (along with a couple small updates to Casino Forest).
Been working a bit on updating Guardian Rock along with the other demo stages to address some bugs and design issues i've noticed from watching the various SHC streams and showcases. While not too noticable in the video itself there's been a few updates to the collision to plug some holes that you could fall through in the 3D section, along with a bit more terrain polish. The 2D section has also gotten a few notable changes as well, with another checkpoint being added at very start so you won't get kicked back to early in the 3D section if you die, the second crab stomping sequence being made into less of an unfair difficulty spike, and the bottommost moving platforms towards the end of the 2D being made larger so they work more as an extra safety net.
I've also been working on Classic Chemical Plant a bit more recently with quite a few new camera angles and bits of new terrain added. The terrain isn't quite as substantial as the demo stages but there's a couple new alternate paths in the stage now along with some of the big clumps of platforms that were present in earlier versions being replaced with proper terrain. Overall the stage isn't too far from completion and while i'm not gonna promise it i'd like to have it finished by Monday along with the updates for the demo stages (along with a couple small updates to Casino Forest).










