being off-beat wasn't particularly intuitive, and I felt like that sort of puzzle was mostly solved by accident or because I just used the potions in the correct order by chance, rather than feeling like I had solved it.
A lot of other players have reported frustration with this mechanic. Our current plan is to indicate which skeletons you can with a sprite change between skeletons you can or cannot currently hit. What do you think of this design solution?
manual reset gets a little tiring, I'm not too sure why it's included but it may be a genre thing that I don't have experience with 😂
This is a bit of a genre thing, but we're planning to add an undo button, which should potentially ease the issues you were having. The manual resets are there to allow players to think about 'ok what just happened?', but I get the frustration.
always forward-facing character feels a bit jank
This one's the only one which we won't be changing all that much, due to it being a reference to a lot of old style DoS games which had the player always facing forward. It's a stylistic choice.
Thank you so much for playing my game! The feedback we got was really good, and well worth the wait :P