Haha hell yeah, glad you got so much out of it! :D
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That chart you'd posted is not included on the itch.io page or directly in the game because puzzling out the code from environmental clues is one of the big puzzles in the game.
In the interest of not spoiling it for other players, I've removed the comment.
There aren't really secret areas per se, there's a certain type of object hidden in every area (always the same thing) and a certain NPC encounter in every area.
Also in The Open, there's something you can miss if you lose sight of the area you arrive.
Looks like you've hit the fabled Puzzle Wall - That cube bit isn't reachable by just jumping, there's a puzzle you have to solve in that room. It does give you everything you need to reach it though.
Hey, thanks for playing and for the video! Glad you enjoyed it!
If you're looking for other games like it from me, I will say I consider Spirit Solstice kind of the middle point between Winterwood and NULL.
Hmmm... interesting. That's not really what the hints say so clearly there's a conveyance failure there, but you're not the only one that's been struggling!
I just pushed an update with a revised hint system for that area that gives more, smaller hints more often and lets you repeat them at any time in the area from the pause menu.
Let me know if it helps!
Yes, every area has one!
However, that one is unfortunately possible to accidentally lock yourself out of reaching. In retrospect this game could have used a "Reset Area" feature, although that's the only place it would really matter.
Tip: Don't lose sight of the rails until you've found it.
Aww, thank you so much!
PICO-8 is pretty friendly to learn but that might be a bit of a jarring leap directly from Game Builder Garage, especially since it would have a very different workflow as far as I can tell. Since Scratch is free and easy to access I figure you might as well try tinkering with it. Around your age I believe I was mostly using GameMaker, which was a great way to learn since it had both drag-and-drop and written coding options.
If you're really interested in PICO-8 specifically, I've heard good things about the LazyDevsAcademy tutorials. You could maybe look at those to get more of a sense of what it's like to work with. On the PICO-8 forums (https://www.lexaloffle.com/bbs/?cat=7#sub=2) you can also view the full code of any cart by clicking the little "Code" button on the lower edge of the player window if you want to look at how folks did things.
Haha I actually forgot about that minigame (despite 5 being the one I've played the most) but yeah, definitely some significant similarities. I definitely considered some more Chain Chomp-like designs in my initial sketches tho.
Yeah it ended up a little on the mean side (tho I did spend a good few hours tuning the levels down to a more manageable state so it could have been worse).
Thanks so much! The music was thrown together in the last hour so I'm glad it came out alright :P
Thank you so much!
Yeah it's amazing how much life you can give something like the flail with just a simple eye. Also the music was literally thrown together in the last hour of the jam so I'm glad folks still like it :P
Thanks so much! I've had the GBC Zelda titles on the brain a bit lately so maybe that's part of where I got the platforming from :P
A flutter jump might be a decent consideration, though it may also break the level design with the extra distance it gives (unless it drastically slows your movement while doing it). Alternately, it could be an addition to an easier game mode.