Initial thoughts: Nice animations guys! Super fluid and it looks like games that I’ve played on dedicated gaming websites. Very great job, whoever your animator/artist is.
I was confused because there was no way to scale the wall at the end and there weren’t platform puzzles like last time. So I’m assuming this is like a playtest scene for your artist while the developers are working on platform logic on a different scene? So I’m running with that assumption as I play this game. I could have missed the puzzle somewhere though but I searched and couldn’t find it.
* How does the dial feel, is it intuitive? The dial was actually super neat! I did love it. Very intuitive, easily tells you what you can and can’t choose (even if someone doesn’t read about how the dial works).
* How does the arm throw feels? (Trajectory, Gravity, Distance, Strength)
I did choose the hand option and the player posed as if he was going to throw it and just never did when I pressed E. It got stuck in that position. And then when I chose a different body part, like the foot, it still dropped the foot but still kept the hand glued (to the hip I guess) on the player. Major bug there, not sure if I found a side-case or not, but be careful there.
* What do you think of the scenery?
I thought the scenery was kind of bland, if I’m being honest. But you guys have a great artist/animator, so I’m sure it’s going to be no hurdle for them. If you have water, maybe experimenting with a very easy-to-implement water shifting or some slight movement to show that its water. Perhaps some decorations or some kind of background animation to make things more interesting, even if it’s repeating background/animations. Some easy artistic tweaks will make all the difference.