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You deserve all the praise I gave and more. 

Being involved in the creative field myself I instantly recognized the feeling you were describing, sitting up late day after day, struggling through hardships for the good of the craft, to bring an idea into reality. You put together something worth celebration. Whereas I often see half finished works come from jams, or a game focused on conveying a core concept to be developed later, your contribution is a fully fledged experience; creative and intriguing but also carried a sense of completion in its cohesion. 

Where others produce a puzzle of odd pieces, and some focus on making one puzzle piece particularly strong, yours is a full picture and a beautiful one at that.
Would you mind me asking a few questions regarding the game? Or showing it to some of my fellow producers?

Of course not. Ask whatever you like.

What was in mind when creating the aesthetic? I can see speed playing a factor, but there was thought put into it.

When in the process did you start working on the music?

Did it start as an idea of the beginning or did the beginning and end come later?

How did you envision the game?

What are you proud of within the game? Perhaps something that is not noticeable, but a great feat of programming or design.

Deleted 5 years ago

I just noticed how long this actually was, so I wil try to answer your question in a shorter way so you can actually get some information out of it.


1: The speed change at the final boss is something to improve the gameplay, but I thought I could do better, so I added a different version of the final boss theme which plays when the speed is changed.

The art style and audio were made in a way I thought it would fit the game and the atmosphere well.


2: I made it every time I took a break, which was when I finished some major element or when I was exhausted. This also meant that I still had in mind how everything was build up and I could make music that would fit the situation.


3: I started working on the story as soon as I chose the main mechanic for the game. I wanted the main mechanic to be a consequence of the beginning, so I had to make it rather early.


4: I wanted it to be a puzzle-platformer with a combat system. There are still a few puzzles, but I realized that I didn't have enough time for more.


5: I'm proud of the polishing because my games are usually very unbalanced, I'm proud of the organized code and a functioning music system, and I'm proud of the overall game and how it was received.