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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.

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Thanks for the feedback! I really like the idea of your abilities being in the UI, hidden behind the portraits.

I had two much larger levels at the end, but I came to a similar conclusion as you. Without increasing the difficulty or introducing new puzzle mechanisms (both a hard sell for a jam game) they got pretty monotonous.

The points system was my mechanism for rewarding a more optimal play through. Unfortunately it wasn’t fully baked into the game ending. My initial plan was to have 2-3 endings based on your score, but ended up cutting that idea.

Most levels were designed as a cycle with a hard direction and an easy direction. Steve’s initial facing was supposed to indicate the best direction to go. Since my goal was to create a really casual experience, I really should have communicated more this explicitly, e.g. with little directional arrows.

No worries :) . Glad the feedback helped.

Nice to hear you were considering the same things and and already refined the experience. It can be difficult with so much biased/loud discussion about game length to remember it can be more valuable to cut back, and even when you do to actually cut back.

Ahh yeah if you'd had the time to implement that it would have felt more natural to be there, sorry to hear it had to be cut, would have increased the impact of the conversation with steve going on too, though I tend to prefer a single refined story so enjoyed what you had.

Oh, for my experience I figured that the direction of the conversation in the background was the 'guided path' so followed that, definitely didn't consider there was a difficulty in your direction. Some communication about that will definitely help shape up any post-jam refinement you may work on for this.