I'm gonna write this as I read it as well cause I love this stream of consciousness stuff. I am vehemently pro-brainfuzz so this is all good for me.
(Update: oh god I typed up a wall of text as well, no pressure to read the whole thing)
Glad you're trying out love2D! I totally agree, it gets out of the way and just feels so fast to use. It takes a little setup to get the traditional game engine features but goddamn once you have your basic game systems written, the content just flows from your fintertips. Never tried love2d with typescript but I'm pretty sure there's a pure JS port of the api somewhere that you could use typescript with.
Glad you liked the title music, that was my friends' favorite track. The blocky title text is something I need to grow out of, it's kind of my lazy shortcut to making a title screen haha!
The cape is most certainly my Celeste obsession coming through, but also procedural capes are probably gonna be a staple in my games from now on. It makes the movement pop so much more, I feel like I'm gonna put capes and hair in everything I work on from now on.
Woof sorry you fell off the map in 1-7, that can happen in a couple places. The colliders try their best to shove you out but if you get too deep, you get shoved off the map. I really need to add some global killbox if you leave the map. Glad the reset came in handy here.
Sorry about the camera feeling slow when you fall, I feel that too. I usually have manual camera transitions wherever it matters, but 1-7 is somewhere I should have one of those so you don't fall blindly at the end.
Hahah 4-4 was 100% Celeste-inspired.
I'm glad you liked the cutscenes, especially the last one. This is definitely the most writing I've done for a game, and I wanted to tell a story that felt realistic and empathetic. I'm glad you liked the story!
I'm also really happy you felt the difficulty was manageable, I'm always paranoid that my games will be too hard for anyone to finish haha! I definitely hear you on the slash-related frustrations, related to slashing the wrong blobs.
Thanks a ton for the kind words on the music. I'm really happy with the way it all came out. Like you said, I think I'm starting to hit a sweet spot with my instrumentation; For a long time it felt like I'd just throw instruments at the wall and hope something stuck. Nowadays, my selection process for plugins/vsts is much more methodical and feels more cohesive.
Also thanks for the kind words on the art! This game was probably my hardest art project to this date (and my next game will probably be 1bit just to have a break from grinding aseprite haha); I think this is the first time I've ever actually shipped a game with an actual background and tilesets.
Thanks for the feedback on the clarity, I totally hear you. One thing I'm still trying to figure out is how to actually separate important things from 'background' things as far as art goes. There's also definitely a ton of VFX, a "low" vfx option is a great idea, something I'll definitely include in a future game (and maybe update this game with if I get time). I love downwell, I'll definitely revisit it to see how it does clarity! The text is another thing I need to work on too, I think the text scrolls pretty fast and I totally agree that it'd be hard for some to read.
I'm glad the game didn't feel like a celeste ripoff! That was one thing I was worried about, so I'm glad it felt like it could stand on its own. The Katana zero influence is mostly the slash visuals + some of the later enemy fights (Katana zero has 1 hit kills for the player and enemy, so a lot of combat in that game involves dying a lot until you come up with the 'perfect route' for a kill).
I haven't played move or die, and I'm not sure what mental checkpoint is unfortunately! The zxc+arrow keys controls were just popular requests from my last gamejam game.
Let me know if you give speedrunning this a try! My friends have had a good time speedrunning it; My PB is not deathless so there's definitely time to be saved.
Ah shit I typed up a wall of text as well.
Thanks a ton for playing and for all the feedback. I love hearing from you and reading your walls of text. As far as development goes, I crunched a little bit at the end of this game because I started getting sick of the codebase and wanted to finish before my classes got more busy, but it definitely felt pretty relaxed to develop!
Thanks again for playing and for stopping by!