Wow, that was a lenghty one :) Thank for playing the game and taking the time for such a big feedback post. In order:
- Thanx for the comments on the art, this part ate a lot of my time for this entry
- Mirrors: Agreed after all the comments… they are in the “to be fixed” list, and yes, you can finish the game on a single mirror time slot, so in order to make things challenging that needs to go dow, but with the actual number of mirrors it’s non-relevant.
- Collisions: hitbox is 8px wide… probably should be trimmed to 6 to match more the actual “build” of the sprite… gave it some testing at the beginning of the development but some issues detecting collisions on ladders and having you “falling through” put that in the waiting list and honestly I never came back to it
- Jump style: I wanted something that was closer to real jump physics and not to Mario the jumping wonder… this alings better with the dangerous exploration requiring you to stop and think how to go through a particular tight spot (or at least that was my hope)
- Map/level design: The ideal end-goal is having a considerably bigger map with much more puzzling and backtracking… lever A frees object at X, or activates ladder at Y that you need to go back to pick key for door N the you need to locate and so on… Time and pico8 base constrains did not allow for this. Doors potentially are another good mechanic and can separate/extend the map greatly (going multicart)
- The future: I need a big code clean-up and refactor… first solid platformer ever and a lot of rushed decisions due to jam time window limitations ruined a lot of things. With the platforming states solved, the ladders fixed and some of the fine tunning needed in other aspects I want to move to native pico resolution (128x128 and the game art really works great at the resolution but requires a tad bigger map for sure) I want to make it into a big / long game… including intro/outro animated seqquences and all.
Again, thnx for playing and the great feedback