Thanks so much for your detailed feedback!
Having characters with different types/mechanics for some reason crossed our minds, but that's a great idea! We did a little tweaking to their starting sizes to balance the "stamina" mechanic. There was a a couple more puzzle segments towards the end, but they had to be cut due to the growing lag.
I think if we were to revisit this game, we'd go for clearer distinctions between level segments. Like a torch you can light that holds off the shadow swarm, but slowly goes burns out. That way we could still have a slower puzzle aspect to it, but still have a pressing need to go forward. That'd also help with the music dissonance (my bad on that one, I pushed pretty hard on it.)
For the animations being stiff and choppy are you talking about the
- character/fire sprite animations
- the shadow monster movement / particle fx
- ember tossing
- other?
Anyway, once again thanks for the feedback! It's a nice motivation to revisit a lot of our original design and run thought experiments on it!
- Josh