Aha, don’t worry, we didn’t have time to implement the boss either.
More feedback after finish the game (I died on the laser right before the end last time!):
- input: keyboard scheme seems to support both WASD and arrow keys, but with arrow keys you expect action input keys on the left side (typically ZXCV in Qwerty), so while feasible to play with arrow keys + JKL, it’s a bit harder to keep hands that close and also press Space bar with the thumb this way
- aesthetics: the SODA machine is so fun, no idea where it comes from, personally I saw it for the first time in Halloween Harry (yeah, that was a long time ago) and it was fitting in the building aesthetics, and more recently in Touhou: Luna Nights (and it was totally out of place like can machines in Monkey Island)
- level design: I’ve just noticed you can reach the double jump / dash item by doing two normal jumps to and from the middle platform. At first I thought you had to fall to the bottom then use the item to get back to the start in classic Metroidvania forced new item usage fashion. Not sure if it was intended or not.
- UX issue: on the second savepoint / soda machine, I accidentally moved right past the machine without activating it and fell (the floor stopped not so far after the scene transition) to my death on the laser, then was respawned to the 1st savepoint!
- … and the 2nd area BGM kept playing in this 1st area
- But good thing: I kept my skill upgrade although I saved before getting it! (my own game doesn’t do that, you HAVE to manually save after getting skill upgrade… will consider adding auto-save when getting new skill – for now we keep a save point near the skill upgrade item)
- UX issue: no save point before laser challenge, had to redo the (easier) big pit challenge many times when dying in the laser challenge (not necessarily terrible as it also trained me, and was fortunately not too far)
- Bug/exploit: I can infinitely spawn damage up items when re-entering the room to buff up my gear to MAX level.
- Cutscene: the final pre-boss cutscene scrolls fast, didn’t have time to read
Well I prefer a short game with a clear ending and what’s supposed to go next than a giant sandbox level with no clear end… like… our entry…