jonathang wrote:bat78 wrote:Yeah, using the OOV Event is a terrible solution.
If you need my help on fixing the bug, we are Jarooda and we should help each other

Of course, I am sure you can fix it yourself so it is more like a matter of preferences and your decision.
Soon I will record a video (uploaded in my YouTube channel) of me playing it.
I succeeded to pass the harder version of the first boss on 90% hp xP
Niiice! But I'm not sure about the final version, it's going to be EVEN HARDER!!! Though some enemies will be easier.
And woo thanks for the support Bat!

My support is nothing compared to my advice: Don't make it too difficult for playing.
No seriously, please, true game developer must make difference between challenging and annoyingly hard.
Some people think "Geometry Dash" is hard, but I think it is challenging, so people are kinda lazy these days and hasty to be good.
A perfect game would gain difficulty with an exponential factor, if it is in 5 levels especially, while the last level is harder.
4% 8% 16% 32% 128%
Based on last exponential increment
or I have information for new fashioned way for determining difficulty:
2% 8% 24% 32% 64%
Based on the formula for primitively-relative strength.
As you can see from the diagram, the difficulty growth suffers from 3 abrupt changes (the median strength) and 2 straight lines (the general strength).
Best way to make user feel good, despite the difficulty.