Why is the rng so annoying or the mechanics clunky?
All by design of course.
This is the king of stuff we had to endure back in the day :)
I changed the ruling from:
Timer starts when you gain control of the character. Timer ends on dealing the final blow to the final boss.
To:
Timer starts when you gain control of the character. Timer ends when you lose control of your character and the ending starts.
This time the last 2 bosses gave very good rng patterns, but there still is a lot to improve. First boss can be taken down much earlier and had to resort to suboptimal platforming to save health.
I am currently making a page for this game on the Speedrun website, as long as this gets accepted.
PC Steam version.
Sorry about the mouse cursor in the beginning of the run.