2. Refer to this image for a wall clip. This happened from below the pole.

3. There's no flicker effect for disappearing so I think it could have more of a visual effect by turning on and off the renderer 5 times before that one disappears.
The new double jump is a good fix from last time. Jank is present such as the exe icon being too small, the red bars that wall off lasers in level 1 don't work, Ghost Bokube from level 2 immediately disappearing, the text that tells you how to use the bomb is on top of the shop text, the costume shop extends past a 1920 monitor, 36 costumes are visible when the demo should hide more of those until people get the full game.
The new level 2 is a good change for accessibility. The shield power should be repmapped to LT and RT since those are easier to remember then the left stick. I have the same windowed problem as the other one but it's still there after I deleted the LocalLow folder.
3 lives is too unforgiving especially when streamers are vastly worse than the thread when it comes to games. The level that wants people to do a forward jump and then kick a box should probably be moved elsewhere.
The opening 10 minutes with the tutorial don't match the game's identity as a melee focused game (as presented by the screenshots and gameplay snippet).
Moveset variety is good, boss movesets are varied. I only played DS1 so I'm not too familiar with parry based games.
Pressing Advance on controller while talking to Kouta doesn't work so I have to use fast-forward. Being midair before the first tutorial box causes a game freeze. Camera also lets me do this which is on the unintentional side.

I was also able to softlock the game by returning to the cathedral right before the leaping suplex attack.
I'm playing on the new 004 version and will list things as I go along.
The new tutorial is an improvement since it's shorter and has some enemies to fight. First room has this green static effect that loops forever, Alt-tabbing pauses music as it should but torches still animate and the element bars refill. I feel like the circular robot should have a cap on how many henchmen it can spawn so the player can clear out all of those before fighting that one. Might want to update the shop so that hovering the mouse over something pops up the item description so the player doesn't have to walk over there multiple times.

I have swapped the labels for Square and Cross after looking at a joystick button image. Two lines have been adjusted such that the automatic rebinding should work now, although I will need another test to confirm this since I do not own a PS4 controller.
A new mechanic has been added to automatically go upwards by a small bit for left and right doors. The softlock has also been addressed. The game's revival item scales based off of Gold so I feel like there are enough counterincentives for people who walk past the enemies.
Game works on my new GTX 970 graphics card. Getting hit could have the shrimp flicker on and off to signify getting hit or something similar.
Might want to have a hold-shift-after-a-dash feature to traverse these maps quicker. Having exactly 35 Seascrop Eggs is something Shadow The Hedgehog did so you really want to have more than the listed amount of the specific enemy to find.
Having replayed the game and using the workbench, I can look more into the game. Hades 2 has this new run feature where holding space after a dash does that and I feel like this game could have that too.
Enemies make this AOE circle when they get hit which makes it easy to die to my own attacks and I feel like there could be a journal entry that explains this one.
Areas 3, 4, 5 fix the white enemy on white floor part but the final area has red card soldiers on a dark red floor so it loops back around. Rooms and spawn positions for area 1 will be looked into in the morning.
The pick one-of-three is deemphasized in this one since the last floor of the Labyrinth has the one important chest with stat upgrades so skipping the rest wouldn't prolong fights thanks to poor damage.

After watching the video, I have reduced the collision box by 0.05 on both sides to make fitting into doors slightly easier and there is now grey text in the chest menu. Shaders for bosses have been looked into. Updates will happen next morning.
The intro cutscene is not in the demo but is in the full game. Skipping enemies is a Dark Souls quirk but a more analytical answer is that the shop has better RNG to have healing items than chests and that the charge slash into subweapon combo can quickly one shot enemies so you can maintain a good walking pace. There might be a popup for Gold in the bottom right corner in the future.

I have looked into the stream and it seems that enemies have shorter jump arcs than they are supposed to have (and this extends to the boss cutscene). I have added new code that sets the VSync to 0 which should hopefully address this.
Heart shaped decorations are there to signify the game's main boss and have no relation to HP or the Heart Card item.
Changes from Demo Day 62:
The Windows folder has a 'PS_1_BackUpThisFolder_ButDontShipItWithYourGame' which gives us files that we really shouldn't have. Might want to add in a perfect landing mechanic where you press X after a drill slide and you won't have the dizzy eye animation since this is the move replaces regular walking.
Visuals are good, HUDs are well-stylized. Game could use a screenshot that features the main drill move.
The opening cutscene is a good addition, could probably add that as one of the Steam screenshots. The first boss was difficult enough to take 4 retries.
As for technical things, the game says it was 1920p after I paused for the first time even though it started out at windowed 1280p. The Hover Dash description also says Shift whilst I was using a controller.
I like the addition of the sign posters in the game's rooms.
The WASD code mentioned in the other Itch page works. However, after racking up the death count to 125, I can say that I haven't seen these mood expression changes. Once that's looked at, I think you could also activate this feature one the timer says 5 seconds left in hard mode.
