Uploaded July 2022 | Updated September 2026, 1 week ago
I like running this mod, runs go by fast and the movement feels pretty nice. Drim's 42 is pretty good, especially considering the routing and stuff that went into it. You can save quite a bit over this by having better ending movement, I largely didn't practice that and kind of just went with whatever felt tolerable, using timesave from earlier as a buffer. I think that and slightly better movement in places should make a sub 40 possible gem%. Also, what if we killed some aspids going to the left? It would make the run harder, but especially for the first aspid in the second room (that I killed with an upright dash), it seems very likely to be faster with good movement, since my current route loses a lot of time going to the right, but it could be fairly quick going to the left.
I just learned you can't put angled brackets in yt descriptions (less than/greater than signs, I can't put one as an example), what's up with that lol
I like running this mod, runs go by fast and the movement feels pretty nice. Drim's 42 is pretty good, especially considering the routing and stuff that went into it. You can save quite a bit over this by having better ending movement, I largely didn't practice that and kind of just went with whatever felt tolerable, using timesave from earlier as a buffer. I think that and slightly better movement in places should make a sub 40 possible gem%. Also, what if we killed some aspids going to the left? It would make the run harder, but especially for the first aspid in the second room (that I killed with an upright dash), it seems very likely to be faster with good movement, since my current route loses a lot of time going to the right, but it could be fairly quick going to the left.
I just learned you can't put angled brackets in yt descriptions (less than/greater than signs, I can't put one as an example), what's up with that lol










