Thank you!
The current state of the game is more like the "moments" and visual style I want to have in my game. It's more a "concept art" and experiment of the idea and mechanics of a "rail-runner" type of a 3D side-scroller. As I mentioned on the game's page -- to avid gamers, my current game is just no more than a music video with optional clicking.
If given more time, I would add in more variety of actions to perform in capturing the items, more rooms, more branching of the route, actual boss fights, and actual usage of the collected items, such as for boss fights and abilities/mana.
The route branching can be random or the player's choice. I already have one random branching in the Library scene, which is at the end of the rows of bookshelves. I ran out of time to add more. I had experimented with letting the player choose which branch, but had not found a solution that's not confusing to players within the jam time. So, it's just random now -- the player may randomly go to the left or right staircase.
Because the player is "on rails", I also have to get clever about how to give the player choices to touch the items that are not perfectly on the path of the rail. An obvious solution is to place them higher at different heights, just like in 2D platformers, as she can double or triple jump. As for the items off to the either side, after having experimented with different strategies, I added an expanding Aura (the blue bubble -- the collider, which had actually helped me visualize the collider volume for debugging). If given more time, I would experiment with those previous ideas more extensively, besides other new ideas.
I will definitely revisit Star Fox 64, which, if I remember correctly, is kind of a rail-shooter. It is definitely an excellent example to learn from, let alone the fun of replaying it. :D
There will be boss fights, which will be in an enclosed arena, where the player will be released from "rails" and become free to roam. In fact, I had already picked an arena from the Dungeon Map pack but did not have time to implement the idea for the jam.