A charming little narrative that wrapped up the abstract idea kept me playing through to the end, though the quantity of packages and relatively basic platforming made it feel a bit dragged out towards the end.
- My favorite part was the conversation with Steve, and it was presented and paced well through the background of the level as you explored. Together with the chill music and nice art the game had a nice lot of comfortable personality in it.
I like how the characters background in their portrait matched their shirt color, made it easier to identify them.
Appreciated the lack of punishment for falling off the world.
- It would have been nice if you had a gray icon representing the abilities you have, along the tab where your packages are stored. So that when you pick up a package, it hides the ability you lose, and dropped one, the ability you gained. That would have helped remind you naturally what you could use and wouldn't have taken up any more HUD.
Regrettably for me compared to the others I've read here the end of the game really felt a lot longer than it needed to be, with the amount of packages and backtracking amongst the characters trying to do so by memory, or not having found them yet so having to find them then come back then visit them again.
It might have been more designed for the pacing of picking up more packages and delivering them/dropping them when necessary to reach the characters. But because you didn't know where the characters actually were in the level yet, and you lost points each time you dropped a package, it felt like the wrong way to do it, regrettably creating a longer more drawn out experience.
I think there was enough personality in the narrative crafted and tone of the game, that I'm not sure the scoring benefited it at all. It felt like it took away from what was otherwise an enjoyably comfortable platformer to journey through, though that depends on the goals you had for it.