I'm kinda sad that the rest of hatgirl's movement repertoire didn't make the cut. Double jumping, wall jumping, and diving really made the movement in A Hat In Time feel unique. As is, this feels like a (really well done) generic 2D platformer with a hookshot mechanic, that has A Hat In Time theming applied to it through dressed-up signs.
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I'm not partaking of the compo (and don't have an LD account), so I figured I'd leave my comment/bug report here:
This is pretty slick, I definitely like this mechanic, and don't think I've anything quite like it before.
The weapon breaking/cooldown mechanic is a little confusing, it doesn't always happen and I'm not quite sure what the conditions to trigger it are. Is it something to do with the colors of the enemies and the weapon?
When you manage to get a bag or three, the bulk of that lane's discovery section drops down past the bottom of the screen which makes it kind of tricky to deal with monsters, or use items, that happen to have fallen in.
This was great. Thanks for stealing those hours from me :P
I think I've got a bug report for you though: It's possible to complete the left-hand side without getting the item in that section. Which confused me pretty thoroughly when trying to get through the room with the three switches. The issue is that it's possible 1) to push things by using inside corners to get an angle on them and 2) to stand on the edges of tiles that are occupied by pushable objects. I used 2 to get through the item-gating room (by getting on the bottom edge of the floating platform and pushing the block up) and I used both to get through the puzzle just afterwards (the last boulder-push required jumping over the gap and *into* the boulder making sure to push it before I could fall)