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Thanks for playing and detailed comment!

Thanks for an advice! I've already added (in the local repo) some intro levels. One of them is the level you just suggested me. Some of them on my piece of paper because I haven't added doors yet...

I plan to add at least trampolines and locked doors that could be open by key. I don't want to add them too early because I have tendency to forget about "things" that could be explored more...

About moving obstacles... It is a little problem in a puzzle level design you shouldn't mix puzzles with actions. The GDC talk in which you can find the explanation (starts from 25:06). I need to test some variations of this....

About gravity. I think I won't add it but everything is possible. I have a demo of future game that have gravity mechanic. It appears mostly in the end but give this game a try it also have non standard mechanic...

Nice! And thanks for the talk link, the whole thing was super interesting. I generally agree on trying to avoid dexterity puzzles, but I think there's some potentially interesting variations that you could work with here. At very least - platforms that you need to be carrying enough coins to weigh down far enough could be an interesting inversion of "don't collect too many coins or you won't be able to jump high enough". It's kind of the same as eating enough to avoid the roof spikes, but I think it would feel different enough to still work well.

(+1)

It is an option. Thanks! Now I am thinking about one way platforms like other platformers have and breaking blocks that will break only if your weight enough. But anyway I think that I will add doors and keys earlier than everything else.  But before it I need to make more or less reasonable cutscene where the slime of player stealth money from old beggar man