Thanks for giving it a try.
I always wanted it to be a fast paced memory game, where players are rewarded for thinking quick on their feet. I find successful runs very rewarding when playing under pressure, because I know there are many little things that can make the difference.
You don't have to always aim for completing all main objectives. If you find the game difficult, it's fine to cut down your losses, and don't explore all dungeons. Eventually would would unlock seals that could be more useful to you.
I enabled a bunch of extra time seals which barely helps
the thing with extra time is, it is only good if you are good at collecting coins and destroying crates.
A big part of it also seems to be the massive difficulty spike between baby steps+ and baby steps++ which doesn't make for a smooth transition at all.It adds a side path, which could in theory double the time needed, but the template description should give enough tips on how to recognize it. Unless you just got a seed with more difficult rooms, that's the only thing I can think of that could feel less smooth. How many runs did it take you to get to that template? Were you forced to increase the difficulty, or did you choose it yourself?
And even if they do master each room perfectly the player can still get lost in the maze anyway.
It's really hard to judge how much worse new players are. That's why watching streams is very important to me.
Why are there three additional jump types to cycle between when it never seems I need any of them?
The thing is, all rooms can be beaten without using any mana, but knowing how and when to use different abilities can speed up the process. The jump abilities that seem not important have their uses depending on rooms, and seals. There are many little decisions like bouncing on 3 mushrooms vs using power jump, or spending one air jump vs crouch jump with a ledge grab. Some of them are faster, others are less riskier, or they got mana cost differences, or seal interactions and more.
there seems to be a ton of text teaching you about systems or mechanics that barely matter at all
Like I mentioned above, things that appear small can make big differences depending on many factors.
The seal system is overly complicated
Any ideas on how I could make it less complicated? I don't think it is complicated, but that might be just me not doing a good job at explaining it.
Thank you for playing. I like the hard criticism I get.