Uploaded the final beta!!! It's pretty much releasable I think, but you should check it and probably beat my times on the last levels.
I disabled the beta features, so you'll have to play from the beginning as normal. Or...
You can use the super secret code to set the game as cleared. Set the volume sliders in Options to Music 2%, Sound 22%, Voice 15%, then choose Back. There'll be a "switching" sound, and the volumes will reset to 100%. Then go to Data Deletion and use the "Create Game Progress" option.
I made some changes to levels here and there, which unfortunately did make some times slightly higher, but I had my reasons. Other than a few where I added platforms to climb back up without rewinding but they shouldn't have affected times, they are as follows...
0-12 (A Slight Problem): To make it more natural to hit the "having trouble?" trigger with Brooke, I put an iron box instead of a block in the place you need to jump up to. Time trial should be the same, though, since you can still just throw the other box over it.
1-2 (Special Deliveries): Dealing with two wood boxes on a ledge you can only reach by jumping across float boxes (and can't get back up to once you fall) felt like too much for such an early level. The new version is simpler and should be faster.
1-4 (Safety Net): I wanted to dissuade people from still having a wood box in the next level, since originally that would probably happen to just about everyone, and it really messes up the concept of 1-5 when you do. The new version requires crushing an extra Slime with a box, so it's definitely a little slower.
3-5 (Heavy Press): I wanted to give the Brattybat more room to actually demonstrate its behavior before you let it out (the fact it floats on one level instead of falling down, and moves back and forth). It's a little slower now.
3-6 (Box Product): Not sure if Sylvie found/used a strategy of using Destroy to skip the door or not, but yeah, I didn't realize you could, and don't really want that.
4-6 (Danger Drop): I realized you could defeat all the Slimes with only two bombs, so I moved one down. Time should be the same since the fast strat ignores the Slimes.
I improved spell snapping (both modes) by giving it a priority when snapping from a half-tile. It chooses "the most solid of the two tiles," favoring blocks over boxes and other stuff. This probably doesn't impact times directly, but it should make things less annoying.
I changed how the top/bottom extend blocks work to not be glitchy, which happened to make bombing through the floor to the screen below possible. So if you can manage to do it, then go ahead.
For convenience, I made it so Destroyed blocks silently auto-Revive when you clear a screen, as I realized how frequently you had to clear a Revive from a previous screen which you'd probably forgotten about by then. It only does this in the official dungeon, so you can still do wacky stuff in the editor.
Lastly (and at the last minute), I felt it'd be nice to allow people to make use of Levvies-less Asha without going all the way with Mute, so I added Levvies and Nega-Levvies (EDIT: too lazy to update the build now but I'm renaming these Eivvels because that's way better) collectibles to the editor. Grabbing a pair of
Nega-Levvies "blocks" the Levvies from being used like Mute does, and grabbing a pair of Levvies restores them. Kinda like the boots in BAPuz.