Wow, I love reading this complete feedbacks! I appreciate the time and effort you took to do so.
Thank your for the compliments, I really spent some time with all of that and tryed to make a nice experience overall, really glad you enjoyed it! :DDD
- Save and continue: that's so true! It's next in my priority after checkpoints + difficulty. Soon the last ones will be released and I'll start working on that
- Red Spike Up Time: part of that were intentional, I don't want the deactivation time to be too fast because it requires you to wait sometimes and not just rush the entire map, so that the gameplay is not a matter of rushing but also timming. Perhaps the time is too long, I tweaked it (from 1.25s to 1s) and I'll give some tests to see how it feels.
- Checkpoints + difficulty: currently on it's final stages, took me a lot more time than expected but soon it'll be out :D
- The timer: thanks for pointing that out! I'm planning on adding it after hard mode due to that, but always giving the player the option to turn it on/off independently of the mode as well as the checkpoints. What do you think about that?
- The level design is constructed in a way that makes you feel like it's open but actually is a bit linear to help you find the key/door, so keep going and you eventually will find it. Also, part of the game is about not knowing what awaits you, where to go, where the key/door is, etc. so I'm not a big fan of the idea of showing the entire level so that you can study it and get everythink you need to pass it, kindda takes away the fun imo. But I'll keep thinking about it. About visual indication of the objective I used the pointer to do so, not sure if I understood what you suggested :/
Thank you for that. :))) They'll be out soon, keep an eye! o/