thanks for your message, here's an extract from a KS update that our designer wrote, enjoy!
I watched a lot of Youtubers playing, the fact that there was no jump questioned a lot of them.
I think this choice is interesting and crucial for the overall ambiance for multiple reasons.
- Indeed, this is unusual for a 2D “platformer”. The feeling of “incapacity” is here, right at the beginning, the player has to be on guard. This is the very first warning.
- Including an slow jump such as the one in the first Prince of Persia crossed my mind. However, I want the progression to be realistic and credible in some way. Seeing our dear hero jumping at will wouldn’t have - at all - made the same ambiance and game feel.
- I want to focus the game on confrontations and battles (adding the fact that every door closes behind you, it adds a lot on the feeling of insecurity - This is crucial). Technically a jump is a way to flee and avoid the danger, it gives a feeling of control and power. In Dark Devotion, we want you to feel hopeless.
- Some of our players think that a 2D game without a jump cuts a side of the exploration. Keep in mind that we thought everything before, and these constraints are made to give a precise game feel - not another. Other mechanics are here to replace it in a constructive manner anyway, such as ladders, platforms (world1), geysers (world 2), teleporters (world 3) ...