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(+1)

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I beat it!

The music and sound effects were great and I liked the style of the graphics, but the transitions looked a little jank as the platforms sort of persisted into the next level while blending out.

Gameplay concept is interesting, I like the idea of having to weigh the costs and benefits of taking a potentially useful looking item, but the way it was implemented made it feel on rails. Like my decisions didn’t really matter that much, they just slightly affected the platforming physics.

I think this could be cool if you pushed that core mechanic further. Reward the player somehow for using less items to force them to come up with creative platforming solitutions by taking advanatge of the lighter physics.

I did find some of the levels to be super frustrating, particularly the one thats completely in the dark, and the very last platform in the final room. Was there a way to rotate the flashlight? It was pointing down at an awkward angle that made it feel almost useless.

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Thank you for playing and for your extensive feedback especially!

Level Design was my biggest struggle in this project for sure and I think this is what you are pointing at. Given more time I think more levels would have definitely helped this feeling. I was mainly focused on making sure all levels are possible while varying in difficulty with most combinations of items a player might hold at any given time, maybe to a fault, as you pointed out.

This and also your feedback on the level difficulty are nice pointers for me to learn from. Thanks for that and for sticking it out through the run anyways! :) 


--------- Spoiler for the ending --------






Also well done for carrying the Duck all the way up the mountain! :)