Thanks for the extensive feedback! I highly appreciate it.
Heh, literally every issue/observation you have pointed out I was already aware of, but didn’t really have the time to alter and/or fix.
The game is quite janky, rushed and unpolished since I joined the Jam midway and only put 32 hours into the project. And that includes the time I slept, cooked and had breaks! :D –> So probably realistically the actual worktime is closer to more or less 20 hours.
I made the horribly lazy decision to use Clickteam Fusion’s built-in platformer-engine and didn’t really spend time properly configurating it, and that shows. First I was actually planning to make some surreal animated clicker-game, but ended up pushing out a platformer on a whim instead!
The sun-softlock isn’t the only known scenario where you can get stuck. Originally I wanted to add variety to the quests and make the sun collection-segment different than the “bouncing balls”-thing that was implemented to the moon-level first, but I just took the fast and easy way out.
Lol, admittedly the sun might have some resemblance to some peculiar breed of a domesticated canine. I would’ve wanted to include detailed hand-drawn sprites for the sun/moon -spirits, but… yeah…
The story is always the same, really. I end up making something a little too ambitious in too little time.
But I’m still happy to hear you enjoyed the stuff in the game that works, and your comments provided me with some valuable insight for future projects.
Cheers!