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(+1)

Thank you for the kind words!

Our aim was to make the handling feel different and thus enforce different gameplay styles depending where on the field you play. When you're high and large, you have a lot of inertia, so it takes time to move and to change direction, meaning you need to be more predictive with your inputs, while on the bottom when you're tiny, you can move nearly instantly, and change direction on a dime, so you can play more reactive and twitchy. 

In the start the differences are not that significant but as you build up speed and the margin for error gets smaller it becomes more and more relevant.

I think the game lacks a bit of visual feedback on how the size affects you and we've seen many players not really notice these differences until they play for a while. If we end up  making an update for the game that's definitely something we'll look to improve.

(+1)

Thank you for your response Ricardium! Indeed, more signs and feedback could help us understand the change in scale (I noticed quite late the UI on the right side with the different metrics).

Designing challenges that could only be solve while you are big or small could be a solution to attract player's attention on the scale mechanic. Ex: there are walls that you could only break if you are above a certain size.

(+2)

In case you're interested i've also written a short blog showing some of the  behind the scenes of the scaling mechanic.

And yes, I definitely agree with having scale related mechanics. We will consider that if we ever end up developing this idea further.

(+1)

Oh! Where can I find this short blog?

(+2)

Oh, sorry forgot to paste it hehe.

https://ricardium.itch.io/nanadigm/devlog/786324/how-does-nana

(+1)

Thank you kindly!