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(+1)

This is really good. I like the title, the visuals are simple but effective, I really like the music (though the transition between the normal song and the "thinky" one could be better) and it's just really satisfying to play through. Really inspires me to work on my current game and get better. I hope you do well in the jam.

The major complaint I have is that the teleporter wouldn't work correctly for me, so some levels are probably way harder as a result. Also when I click the mouse, I expect the character to instantly transition into slow motion so I can plan my next move, but there's this cooldown that stops you from spamming it.

In theory this makes the game more skillful as you have to plan your dash usage ahead of time, but in reality it makes the game less responsive, causing a tonne of unfair deaths, at least in my opinion.

I'd seriously appreciate some proper difficulty options in a similar manner to Celeste's assist mode; removing the cooldown on dashing, gameplay speed options, making it so that spikes bounce you or reduce a life total, all that jazz.

Also I couldn't get the "skip level" cheat to work, but I realise now that you probably meant "Press the 1 and 2 keys on your number row at the same time" and not "Press mouse 1 and mouse 2 symultaniously". My bad.

(2 edits)

I have updated the description due to this comment to specify the "1+2" thing with regards to skipping levels. Thanks for pointing out the potential ambiguity!

I think Celeste style assist mode options would be great if this game were to be expanded into a full release. I was hopeful that skipping levels would act as a nice compromise in the meantime.

It was a conscious decision to add the little cooldown for the fire shot in theory and in practice I did get used to it. I think experimenting with the removal of the cooldown if I were to continue working on this game would be a great way to both lower the skill floor while also increasing the skill ceiling.

I do agree now it might actually be better to allow spamming it as a skilled player would be able to balance shooting fast and frequently (since ur speed resets upon each fire) while still allowing a more fair skill ceiling. It may also help to have a different graphic for the character to indicate when the bullet shooting is available (similar to Madeline's hair in Celeste, since we brought up that example).

I do agree that the teleporter is pretty janky. I did design all levels to be complete-able without the use of it as I considered it an 'optional ability for greater speed' to compensate due to not being able to do proper playtesting for this jam T_T

Thanks so much for the constructive feedback! I am glad that you enjoyed the game but am also glad you are able to point out ways it could be better.