Micro-DevLog 1 – A Bit of ToTLS
3/26/2022
Hello all! Welcome back!
As you can probably guess, this DevLog is going to be brief. Not a lot of progress was made on Comatour over this past week other than some sprite-work.
Instead, I’ve been working on the Speedrun update for ToTLS. Though there’s still some testing that needs to be done, the update is already complete and ready to release on April 1st! So, let me tell you about it:

As of now, the Speedrun update contains four different types of runs that I want to talk about. When doing one of these runs, a timer and death counter can be seen in the top-right corner of the screen. Cutscenes are automatically skipped as-well (so it’s recommended you play the regular story before attempting one of the various runs).
Now, I want to go over the four different run types:
Full Run
The Full Run is relatively self explanatory, it’s a basic, full speedrun of the game. The time, amount of deaths, and which ending you got are all recorded.
Practice Run
In this mode, you have full access to everywhere in the stronghold. The timer only ticks up when you’re playing a level. When you finish the level and return to the hub, the timer will stop again, allowing you to see how long it took you to beat the level. When you enter a new level, both the time and death count are reset to zero.
Bossless Run
This is similar to the Full Run, except all of the boss fights are excluded. This allows the player to focus solely on the puzzles and platforming.
Death Race
In this mode, the timer ticks down instead of up. The goal is to reach one of ToTLS’s endings before it hits zero. The catch is that the timer gets faster every time the player dies. This is persistent throughout the entire run. Also, whenever a boss is beaten, time is added.
Here’s a short demo video of what a Death Race is like:
Another notable difference between a Death Race and any other run is that the timer is paused when you pause the game during a Death Race. In other runs, the timer continues even when the game is paused.
Welp, that’s pretty much everything worth covering for now.
I’ll see y’all in the next DevLog!