Appreciate the tip and thanks for the feedback
TNdevour
Creator of
Recent community posts
Hi, thanks for playing.
Yes, the switches are meant to remain hit. The only goal is to touch them once.
It's similar to how the checkpoints are meant to double as warp points to prevent backtracking over traps already cleared.
The plan (in a hypothetical larger version of this game), would be to use these mechanics to lean into how the difficulty and challenges are designed. Since the player does not have to worry about dying, I have more leeway to make the switches more challenging to hit.
It's interesting to see an entry that's more story and cutscene focused.
I was surprised when it ended so quickly and thought something broke, but i can see from the other comments that this is the intended design.
I guess it's important to remember it's a jam entry. best to have it short and functional than long and incomplete. But it was starting to get interesting, and we wanted more :D
My pumpkins stopped spawning after 12.
I like the style and the fact that falling off screen drops the player in again from the top.
Once you get the hang of it, it's pretty fun.
if it had more time, it could probably use an increment in difficulty over time to put more pressure on the player after they get used to the basics



