It's an interesting dichotomy. The actual platforming is really easy & fast, with lots of movement options to where I never felt like I was in danger of falling in a pit. But then the level design in a lot of places felt very... non-deliberate, memorization-based
For instance, the falling section where you have to guess which side the spikes will be on, and memorize the pattern through repeated attempts. There were also sections where I was chasing behind a fireball, avoiding the other fireballs above me, but then the fireball turned around suddenly and killed me. Stuff like that where the only way to improve is to memorize the patterns.
To me, there's two options for a sequel. Either pull away from the obstacle course aspect, and make the game more about exploration like a Metroidvania. Or, add more movement options (e.g. a dive, possibly even a limited use invincibility shield), but lean into the unfair level design & obstacles to make it more of a kaizo-like game.
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