Confusing. Ambitious scope with three paths, which might've been too ambitious for a week long jam. The middle path was nice, but the projectiles aren't a threat once you remember you have the ability to jump over them. I gave up at the platforms of the lava level.
The visuals are neat, but my goodness the isometric perspective had me confused many times on the lava level. My patience for platforming ran out at the lava level's moving platforms. They are... Impossible to navigate. The middle boss was interesting, but once he did a full circly-attack it was incredibly easy to tell where the next attack was, so that I could just sit in safespot and take him down. I thought that I need to defeat him 3 times to kill him, but after 5th stun I realized I just need to take the lantern/gem. I really liked the animations, especially the boss stun, so kudos to whichever of you tackled these. I'm also a little confused with the choice of the game's name, since it's always nighttime in the game. Main takeaway from me - work on game-user communication to reduce confusion.
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Thanks for the constructive feedback. Definitely our next jam will be smaller in scope and we'll give ourselves enough time to fine tune the user experience. I agree 100% that you have to communicate to the player what they're supposed to do and there's a lot of nuance to that which just never got addressed in our game.