normally in platforms the way to lose is falling down at void or at lva, sticks, etc; here you los with sun and fire, so game design at end is more difficult than other platformers; you can make initial easy zones with little voids and need to jump fast to evade the sun, in difficult zones the sun and voids are many
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That's a good point, I didn't want to make the start too easy so people won't have to keep redoing everything when losing only at later parts every time.
But thinking about it now I should have probably had a checkpoint somewhere towards the middle, it would also allow me to make the game a bit longer, and the ending part more intense.