day0_epicfail=
[MADELINE left distracted]
Something tells me doing that again was ill-advised.

day0_debug=
Occasionally, the refills in this campaign may lag the game upon first use.
Rooms to the left of starting rooms will contain triggers that will hopefully prevent this.
Hey, don't blame me. I didn't {#FFFF00}code{#} them or anything.

day0_campfire=
A {#FFFF00}campfire{#} will be available at the end of each level.
The final room(s) contain a heart, but you may use the campfire if you would like to move on anyway.

day2_zipmover=
[MADELINE left distracted]
man what the {#FFFF00}hell{#}

day2_debug=
This chapter's mechanic plays with entity activation, which is inherently a little laggy.
You probably won't notice much aside from an occasional input delay when you don't press anything for ten or more seconds.
I can't do anything about it. I'm just a {#FFFF00}funny space dog{#}

day3_bunby=
[MADELINE left peaceful]
ouuh ..   bunby :D

day4_debug=
Just a heads up, this map is pretty hard. At least in my {#FFFF00}onion{#}.
I also didn't get any testing for it yet as of writing this, so please send any bugs or {!}egregious cheese{/!} my way.

day4_welcome=
Welcome back!

day4_helddash=
HOLD AND STEER

day4_blue=
[MADELINE left surprised]
Player! I remember...
[MADELINE left distracted]
Something about a {#0080FF}blue{#} no-dash sign?
[MADELINE left sad]
But no-dash signs are {#FF0000}red{#}...
[MADELINE left distracted]
Why would I remember something stupid like that?

day5_thinkfast=
THINK FAST

day5_lmao=
lmao

day5_debug=
This map uses quite a bit of Eevee Helper, so it may lag on low end devices, or when left on for too long.
Once again, there's not really much I can do about this.
The refill used to stutter my old computer upon collecting it for the first time, so I put one here for you to initialize the triggers just in case.
{#FFFF00}blugh{#}

day5_suber=
[MADELINE left normal]
ohhhg this is where all the {#FFFF00}midair super{#} went

day6_debug=
Hi! i'm {#FFFF00}vybbs{#}
It's been a while. Which should make sense, as I had initially planned to get all this done before the semester started.
We have organic chemistry at 8am today but whatever dude
Anyway, the plans ahead are as follows: two more "days", a heartside of sorts, and a final map like the first one to top it all off. Hopefully, this all happens before this mod becomes a year old.
I don't really care if that happens on time though, and I know you don't either. It'll happen sometime, and that's enough.
See ya in the next one :3

day7_wrongway=
[MADELINE left distracted]
ahhhhhhhhhh {#FFFF00}shit{#}
they dialogue trigger trolled {#FF0000}my{#} ass

day7_debug=
do not buffer the orange refills
do not demo bind the orange refills
do not use the orange refills too close to walls
they will break and you will lose your golden and you will be sad.
there are freezeframe triggers in some places to try and prevent the buffer thing but it can still happen so just don't do it!!
so if something dumb happens uh it's not our fault anymore

day7_level=
SLASH-7

day7_title=
Haven Run

Vybbles_Furry2Week_day0=
START

poem_Vybbles_Furry2Week_day0_A=
ORIGIN

Vybbles_Furry2Week_day1=
DELAY

poem_Vybbles_Furry2Week_day1_A=
EVENTUALITY

Vybbles_Furry2Week_day2=
BLINK

poem_Vybbles_Furry2Week_day2_A=
PERCEPTION

Vybbles_Furry2Week_day3=
FLOAT

poem_Vybbles_Furry2Week_day3_A=
COUNTERCURRENT

Vybbles_Furry2Week_day4=
DRIFT

poem_Vybbles_Furry2Week_day4_A=
CONTROL

Vybbles_Furry2Week_day5=
THERE

poem_Vybbles_Furry2Week_day5_A=
SPONTANEITY

Vybbles_Furry2Week_day6=
VAPOR

poem_Vybbles_Furry2Week_day6_A=
DIFFUSION

Vybbles_Furry2Week_day7=
SLASH

poem_Vybbles_Furry2Week_day7_A=
SHARPNESS



Vybbles_Furry2Week=
VYBBLES' FURRY 2 WEEK