Well, not sure about the intentional bugs haha but, well it's a cool concept but it didn't seem like the game communicated what was actually happening - better feedback would be better perhaps and, well if you're not supposed to die on a green square, you shouldn't die on a green square haha - perhaps instead of making it that you die if u walk into space, just make it that you can't walk into space. Also the benefit of astral mode wasn't clear since I still seemed to be dying while in astral mode - unless that was just a result of awkward timing but it seemed prevalent. Perhaps this is just my lack of skill haha!
Viewing post in KROM Astral Guru jam comments
Thank you for playing! I understood that the topic of the jam was unexplored territories in game design... I took the route that most retro games taught me... patience. The game sets the color tiles to a random color every X seconds, so sometimes you'll get three or four green tiles in a row for X amount of seconds... these are the moments to proceed forward. (or backwards depending on where you are) I understand that I may not have conveyed that very well in-game. Again, trial and error when it comes to game development lol! Thank you for you feedbacl! ^ ^