Well you did an excellent job on making difficult puzzles that didn't feel cheap. The more I think about it I think the puzzle itself on that level was actually quite good, just executing the solution was the issue. A maybe solution could be just resizing some things. Like the roof above you at the bottom so you wouldn't hit it. Part of messing up could be mental, like I would think too much about hitting my head that I would miss the spring. I am not a game designer by any means haha so I am not sure if that would work. I didn't really have an issue with movement other than that one level tbh. But faster or instant response on pressing left or right and air mobility could make +those challenging levels more viable, which could also mean you could make more of them. And the fourth level where you have to crawl under the space I didn't see any misdirection, maybe a little to just fool you over a quick glance and just jump to the bottom. I noticed the bottom being impossible on the first try and then I saw the top crawl space. Because you wouldn't think at first to trash your jumps haha. Feel liking talking so much about that level is devaluing the game, which it doesn't at all. Idk if I gave as much emphasis needed about how much fun the game actually was. And it did give me Celeste vibes haha (I love that game), do you have any plans on extending this game? I am not sure what other element you could add to further problem solving, but from the concepts you did present in this version you did an awesome job! (Maybe arms? Lol, arms could bust after doing something, throwing something maybe. Gotta watch out for all your limbs though, because then you can't move.)
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Super fun game! I fell onto the youtube video and after watching the first level I paused and went to go try it. The art style, unique puzzling, and atmosphere this game gave was awesome. Some of the puzzles actually had me stumped a few times haha. At first I was wondering how long this game was gonna be knowing the the options are quite slim, but this exceeded my expectations by a long shot. But one of the things that was kind of a pain sometimes the movement. Like other said it can be hard to do precise movements. The level (near the end of the game) where you had to press the switch at the right of the screen with the two 1-use springs on spikes, and two staggering poles was a huge pain. This level took me the longest, because you have to do very precise movements. It took a while to do midair counter direction inputs, and that's if you pressed jump at the right time. Because of the slight delay before movement when you press the key, and having to jump not too soon, or too late, in the tight space, was a hit or miss. So I would rather get the jump right, and then miss the midair counter direction input, or mess up the jump and die. Maybe I was making it too hard on myself haha, but that one level was a pain. Oh and I was also gonna say that the ending of the game seems to be bugged for the windows version but that has already been pointed out here. But other than that the game was actually awesome and I really enjoyed playing that fun short game. Also really liked the dialogue and story that was added into it, gave me some Celeste vibes, made you feel more connected with the game. I am excited to see what future projects you have planned! I am definitely going to stay tuned for those!