@@anyaa21You can keep the sfx if you time and mix them properly. Almost all sfx implemented in classic levels right now pretty much forget that gd is a music based platformer, so they just add sfx to complement their (usually) unsynced visuals, which is why they almost always feel off. In pretty much any good rhythm or music based game, extra sfx are always timed to the music (usually just timed to the inputs of the player, which should be synced to the music). Having properly timed and mixed sfx can enhance the immersion of a level (making the player feel like they're playing a part of the song). However, badly timed sfx makes the level more disconnected with the music. Instead having all visuals be synced to the music, some of them are instead synced to random extra sfx. Even when timed properly, the sfx may still sound kinda bad if they aren't mixed properly and also don't fit with the music.
@@anyaa21The bug is on celestial dimension, the structures of the drop, right at the start, they kill you if you hold so just like make the top ones higher and the bottom ones lower