* I tried making gameplay related stuff stand out with pure black outlines while non-gameplay stuff has no black outlines and maybe some "dark grey" outlines at best. Gameplay stuff includes floors/walls/ceilings, stuff like switches/jump pads/pushables, coins, keys, other pick ups and even NPC's. Chances are some stuff needs to be redrawn/edited but there's probably so much that needs to be pointed at to me.
* I have plans for music and wanna try making some at some point. I wanted music to be made with the game in mind. I made a song for a trailer and wanted to see what else I can do with LMMS. Also wrote some music plans here https://docs.google.com/document/d/1Ua-ShLy6Z346w-tCx2dfHLl5o2VNHW3KdFtUMO6fTlw/...
* Sound effects depends on where I can get them and how I can put them exactly due to my still kinda poor gamedev skills.
* The kids got their dedicated jump button because making them jump on their own would be complicated to me. It could lead to scenarios where they jump in places you wouldn't want them to jump.
* In general, they were built around my current skills and what I thought could work, specially because I thought I could give the player "some" form of control and feared making the kid a bit too "automatic".
* Stella is a one time thing and the only other time there's a "third companion" is with a character that requires no climbing or health pick ups.
* I made the ladders longer in that area in KrimbLevel3 as of now (In general, I'm doing some level retouches).
* I technically showed the box in the cutscene before Hirdrih.
* The Companion's jump doesn't have that "if you press a bit more, it's a bit higher" thing the Player's has.
* If you get enough coins, you get an extra life.
* NPC conversations are all based on 4 lines.
* Anna Fresser isn't a character of mine. She's from HemoGlobinWorld's Dreadhunter and the idea is that she has a line before you lower the water and changes after that.
* In the Shihiro level, you could've met Ganya (By FairyGodBomber) after getting all the targets.