This game looks great, and it's incredible that you were able to make it in three days. That said, I didn't really feel like failure was progress in this. I was not a fan of having to die every time I opened up a shortcut, and found myself skipping those just to I wouldn't have to go back and start again. Still, very impressive to see a fun metroidvania game made in such a short time.
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Thanks for the feedback :)
I am starting to see that I didn't quite communicate it well enough, but I had meant for the doors to be a risk-reward decision. Do you take a temporary setback to open the permanent shortcut, or do you continue on without a safety net? Like a reverse of Shovel Knight's breakable checkpoints. So the way you played was one of the intended options.
In hindsight though, I think there are a number of reasons they don't quite work, so they'll likely just be regular unlockable doors in the post jam version, lol