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(1 edit)

Thanks for playing.

I'll take this post as an opportunity to explain (not defend, there's no argument, it stays) my blind-alive state, which covers the eye recovery on checkpoint, "forced suicide" and even unlimited slow-motion:

- The game is focused on you completing the level in the shortest possible time.
- Losing eyes means you made mistakes.
- Losing eyes does not mean you lost time, which is the only valuable punishment, so instead it removes vision, which loses you time indirectly: you choosing to restart because you can't see wastes you seconds, which makes the run worse.
- As a bonus, you can reach the checkpoint even blind, which raises the stakes, making it both more tense and rewarding if you pull it off.

Same reasoning holds for infinite slow-motion: when you slow down, the game timer continues at the same speed. That means, by using slow motion, you are spending your time (measure for run quality) for improving your jump: you are choosing to get a worse time than you would if you made the jump without slow-motion. 

However, that doesn't mean the feedback is wasted or ignored, I think it highlights a crucial flaw within the game, which is that the emphasis on the level timer is nearly non-existent, since people do not value the time lost by suiciding, which is helpful and I am thankful and glad to know it needs more work. 


> I think it highlights a crucial flaw within the game, which is that the emphasis on the level timer is nearly non-existent, since people do not value the time lost by suiciding, which is helpful and I am thankful and glad to know it needs more work. 

Bingo dud. Now I get your design, but remember that as it stands for almost all of us the struggle is not speedrun, but to make it out alive.