They are planning on adding those features for the "full" demo, coming "Soon!" Background contrast will be able to be changed, and custom key binding will be available.
Recent community posts
The text box above says "Write your comment..." so someone did ask for your opinion. And you just happened to give a valid opinion, so it's not like someone's going to retroactively unask for it.
Studies show that all things are temporary. Rules exist only for what exists, and thus are themselves temporary. If we are to be Enlightened, we must accept that which is beyond our own scope: that is, what will exist after we no longer exist?
It is with this in mind that we must apply ourselves not only to the game's Community, but to the jam's Community.
I still do not fully understand why what I did in the first 5ish levels worked, and the levels are difficult in that they require precision and forethought, but the rewind mechanic removes most of the tedium most "precision" platformers give. I have a few nitpicks I would have chosen to implement slightly differently, but to do so would erode at the pure soul presented here. Each level is crafted around the mechanics being exactly as they are, and does so well while not overstaying its welcome.
Well, it's not a youtube link; it's one character too long. Not an itch.io username or game. Neither redditor or sub.
Weird that slamming your face against the house tilts the world a little, but neither typing it in on either of the intro screens nor while near the house did anything, and I'm not patient enough to walk to the end again.
Neat concept, is functional. Seems the worst bug is that the AI is afraid to buy more than 1 XP per round, which leaves the player almost guaranteed to win end-game. Sometimes creatures refuse to move. I can't really tell the difference between classes; assassin just seems to be faster, and ranger doesn't really seem to range?
also I'm sick of waiting for the Level 13 mobile sentries to walk around the corner every time I restart the level; rotate them like 45 (or perhaps 90) degrees about the center spire, so that they're "later" on their path at the start of the level, so that when you speedrun to the window because this is your 30th time restarting the level, you're not waiting for the second turret to walk the entirety of the right corridor.
Congratulations! Harvey Spam here, congratulating you and 0.1.3 on what feels like almost a commercial-viable release!
Climbing is a bit finnicky right now. For example, Level 7 (the one with the stack of money), go to the double doors on the right (with the sealed boxes hallway immediately behind), close them, and open them outward into the main money hall. Climb the money, jump on the doors, then try to jump over the railing. It works sometimes, depending on if you're standing farther away than you'd expect. If you hadn't used "Stand on the door" as part of a Crane in an earlier level (The first one with flames, to get up to the central room's vent), I would have written it off as unintended behavior and not tried the jump, but still.
This climbing being unreliable behavior also happens around scissor lifts from time to time, but it's most replicable on those Level 7 doors.
Speaking of scissor lifts, standing on their railings does not move you along in the same way that standing on the platform itself does. Not saying it should or you should be able to stand on them at all, just that it's inconsistent.