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(+1)

Really cool entry, I dig the chill vibes. Echoing some other comments, I think the player felt out of place visually, one random idea would have been to make them out of contrasting particles.

While I love the standard metroidvania upgrades, I really like seeing other takes but I would have liked more variety in the lock and keys. The description on the main page is really making me think about this; I think the hallmark of a great ability is that is has “frequent utility”, which is why double jump and dash are so good, they help in combat, regular exploration and simply traversing more fluidly/interestingly/faster. Put differently, they change how you experience the world. Now I’m trying to thing of crazy things like adjusting the focus, some rooms have different focal lengths and you get the ability to adjust is to make them not blurry and reveal hidden things.

The depth aspect was cool, I’ve had a similar thought so it’s good to know it’s successful. Great work overall!

Thanks so much; I'm glad you enjoyed it!

There are definitely jam limitations at play here (e.g. the character art, the soundtrack), and if I were to build this out further I very likely would explore additional movement and thematic abilities. The lock and key scheme I went with here is definitely scraping the floor of what can still be considered a Metroidvania, and while I'm generally happy with how the experiment played out, the sense of growing more and more capable and powerful over the course of the game … just doesn't land. For really large stages, I suspect that lack would be felt even more severely.

Still, if you haven't played around with the stage creation tools in the game, I do recommend giving them a try — it can be a lot of fun to explore what's really possible within the current set of constraints. :)