Big Hint: There's a way to get the jar up there that isn't taking it there yourself.
DavidByZero
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Thanks for playing, and for your robust feedback. I think we've had to accept the first boss is too difficult for its place in the game - we didn't have time for blind playtesting before the jam finished and this has been common feedback.
Regarding where-to-next, after getting the teal key (I think this is where you'd be up to?) you should have been able to climb further up that tower-room after solving a puzzle. The next version of the game (I'll release it once the ratings period has ended) has a map to help the player navigate, which will hopefully make this clearer.
Thanks again for your perspective, it genuinely helps us improve as designers.
Hi Dan! Thanks for the feedback, it's hugely appreciate and very helpful. I'll endeavor to address it all for the next iteration.
Re, control schemes: ironically I use a controller with a Nintendo layout, which is not what I gave controls for. I couldn't think of how to concisely convey the controls so I mentioned XBox thinking it was the most common layout. Your idea of using pictures is much better, and I'll adopt that in future :)
Re: shroud: we added it early and liked the look, but really didn't fine tune it. I'll make it a bit brighter based on your feedback.
Re: UI advice: I agree completely with keys disappearing upon final use, the UI Keys were a very late addition. I'll be sure to tidy this up for the SMVM. There is actually an area later in the game where the health UI does visually block a platform, but I only noticed it too late in the jam to redesign it.
Re: Boss: I intended to implement a boss progress bar to make it clear that you're achieving something by just surviving against the first boss. I'll be sure to add this early in SMVM, sorry the uncertainty stopped you from progressing past it.
Again, thank you so much for doing this.