So, I have a few thoughts w/r/t the early parts, since I’m not clear of them yet (and am struggling to clear them):
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If I’m going to be asked to jump over an enemy please don’t make that pixel perfect by putting a ceiling right above them. You have a nice big jump arc, I’d love to be able to use it in the early parts. I never got better than a 50/50 there.
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If I’m going to be kept from having a weapon early on (which I also did did in my game), please make it so that I can get to a weapon without having to play a big guessing game as to where it is, with enemies I can barely escape.
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When you’re designing moving platform sections (I’m thinking of the first room with the red water), I’d love to not have to wait for an enemy to move up for 5 seconds? I think the second platform jump tends to have an enemy right where I need to jump?
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Having a fixed jump height really makes it hard to do some of the more precise jumps in that red water room.
Overall, at least the first part of this game feels like progress is measured in Game Overs.
So, I got past the first part, I still think what I wrote above applies. The staff is an interesting set of added abilities and such, especially being able to pogo off of parts of the stage. I did hit a softlock, though. I may come back to this later.