Thanks for the feedback!
We’re already working on improving the game to make it more “Friendly”.
The Rogue Lite aspect was designed so that each death, while certainly a fresh start, offers the promise of progress thanks to collected upgrades.
I love the concept!
I don’t usually like giving advice because we all know it’s complicated to do everything we had in mind, from scratch, within the given timeframe, but:
If you added a variable that makes the pace accelerate with each turn, that could be awesome!
Imagine that each turn your number of actions increases by 1, but the time to memorize them decreases (and the elevator animations are faster and more abrupt X) )
Anyway, great work!

Thanks for playing! ^^ We did our best.
The level designer and I (the programmer) are way too used to platformers (Mikachu, the level designer, is playing Silk Song right now ^^’). On the last day, when we had some friends test it, we realized our game was really hard X)
We didn’t upgrade the character for fear of breaking the whole game, but we simplified most of the level designs and made sure to keep the cybernetic enhancements. So, if you beat the first level several times, you’ll get stronger and the game will be easier, allowing you to go further ;)
Thank you so much for the feedback!
It gives us strength.
We’re giving ourselves a week to think about it and decide whether to finish it or not. ^^
But one thing is for sure: as soon as I have the courage to reopen Godot, I’m fixing that jump that stops immediately against the walls.
It was on our to-do list, but we ran out of time
Wow, that’s awesome!
I love your style. Mixing perspectives like that is just perfect.
I got completely absorbed in it and loved what you told me; I got chills.
Your platformer is exactly what it should be. And your branching, precise, and clever storyline is intriguing and perfectly executed.
Congratulations. I’m jealous.
PS: It’s such a shame the game isn’t in HTML format :’(
And about jumping next to a wall keeping us on the ground: it was on the list of things to fix, but we didn’t have time. It’s a side effect of jumping against a wall while in motion making us climb higher. As it stands, you should especially avoid getting too close to the wall at the start of the jump.
I hope you were able to reach the boss despite these problems :)
Thanks so much for the feedback.
As for the transformations, Pixel Basta (aka Yan Shosta) designed them all during the week. He’s really amazing! ^^