Was reading the source code for your game, the update method in Player.cs
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Yeah, perfectly understandable about the rooms, they were rushed and it only became apparently that some rooms were unfair since enemies were always active as you played through the level, a planned update is to rework room logic a bit so everything is inactive as long as you aren't in the room and for rooms to sort of reset when you enter them.
I'll give Celeste a look, I never heard of it before
This game is incredible, I'm not able to finish it right now since I have some deadlines to meet for another game. This was made in only 48 hours? It's so good, I loved the flying cows and the temple of fancy advice and commentary. Gonna finish playing this this weekend.
My only current complaint is that update method for the Player. That update method matches the art style, a wall of text. So, on second thought, keep it like that
Really appreciate the feedback! The plan for the game was to make the map a bit larger so that you would have to use the checkpoint system a bit more and force players to decide on wasting their max health pool for less of a death penatly but ultimately the time constraint killed me a bit. Also I was more concerned with making the game easy enough rather than ungodly difficult for the sake of the mechanic.
I loved that you found a sequence breaking bug in the game, when I read it I got a big smile thinking back at seeing the speedruns at gdq.