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(3 edits)

Such a thoughtful review! Thanks so much! I'm really glad you were able to make it to the end. As for the difficulty, I want to keep it hard since some of my favorite games have similar difficulty. But Celeste has a nice option in the settings to enable accessibility features if needed. I think I could add some optional checkpoints and adjust physics or game speed through a setting so that hardcore and more casual gamers could enjoy the game.

I'm really surprised that you found one of the secret areas. Sorry I ran out of time to add something fun there. They will have stuff in the post-game-jam version

(+1)

Glad you appreciated my review! I love hard games. And I played Celeste a lot, have not finished it yet, but planning to.

The main goal of such a game is to provide very good control over the character.

In hard games a golden game design rule always takes place:

"If the player fails and blames the game - your design fails.

If the player fails and blames himself - you did everything right."

The game should provide good control over the character, and a decent challenge to it. I think even in the jam version you enough close to it. Good turns and removal of sliding or justification of it will help a lot.

(+1)

That's true of games like Celeste. But this game is supposed to combine elements of Celeste and platforming games with the frustration of games like Getting Over It and Jump King. The design goal is for the player to overcome debilitating setbacks and failures. In a way, losing progress is the game.

Your quote is gold though. I've tweaked the physics slightly in the new version to remove the "slipperiness" of the character, because the platforming is still almost as hard and I want the player to blame themselves and not the game. Be on the lookout for the next version in a few days.