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Adore the art, the music kick ass, a delight to play.

This seems like a fairly early demo, and I had a lot of trouble telling what was a fully implemented system and what was not. I'm not sure if filling the XP meter does anything for example?

I love the unique jump handling. It's committal, but with a small degree of freedom.

If I were to offer a significant piece of feedback, I think anything you can interact with by hitting down should be highlighted / have a prompt appear. It took me a while to figure out how to get in houses. 

The game is BRUTAL! But I love it. I think you're going for La Mulana, and it blends that quality with early video game silliness wonderfully. Love the dialogue, love the art direction, love the animation and sound design.

I played for a while, exploring to the best of my ability. I pretty much only found spike balls and shurikens, a lot of seemingly dead ends, and the tank head boss fight guy. That boss whooped my ass for like 20 minutes straight but I did eventually beat him.

I might play more, I think I remember there being something I could afford with the upgraded wallet in the skeleton cave? And I never figured out how to survive the big drop into the acid pit below the knight either. I think the ultimate takeaway is that I was engaged enough to get that far, because your game is really hard.

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Thanks for playing! Glad to see that someone was able to make good progress.

Not having indicators for interactive objects was a design choice. There’s a lot in the game to learn through experimentation, and showing everything that’s interactable might make players more narrow-minded and make secrets too obvious. (That’s why the elder gives the katana, you can’t progress without first learning the basics.)

The XP bar is very basic, all it does is heal the player completely when it's full, there will be no leveling up system in the game. La-Mulana (and its predecessors, like Maze of Galious) were big inspirations, from visuals to gameplay, so some mechanics, such as the XP system and jump, were borrowed from them. The game also tries to follow the MSX-1 graphical limitations, just like the original version of La-Mulana. The idea is to create a similar game but more focused on non-linear exploration and replayability.

You can't survive the acid pit in this demo, the map is still very WIP so there are a lot of missing parts. But you were almost finished with the content of this demo, there is another boss to kill and a small snippet of the grasslands area. Did you manage to find the secret health upgrade at the beginning?

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No I did not, and I just returned to the game briefly today, only to discover I have triggered a tiny military invasion. This game is badass. Every discovery puts a smile on my face. Keep up the good work