I really liked your previous winner, Dive Tactics (Elie).
I dig the originality in this one and the hints at a back story in the game. The mechanics feel a bit stiff to me (but perhaps so is the Lurker) and I did have difficulty understanding that I had collected a relic at the end and needed to return... somehow I missed actually picking an object up because I thought the re was an exit there with the frames and arrows pointing to it. The countdown helped me try other things, and eventually make it back to the beginning.
I would be very interested in a bit of an expanding of the story, refining the controls, and seeing where your very good beginning of level design could go. Sound and art always consistently nice! Great work!
If you ever would like to collaborate, I'm an artist, level designer, writer and director passionate about producing unique and high quality work.
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Thanks a lot for the long comment and the kind word !
I'm a big fan of these kind of cumbersome movesets as they force a rigorous execution of the level from the player but I can see how it can be a pain to a lot of people, this one is a lot more demanding than dive tactics's.
I don't think I'll work too much more on this one as I'm already off to another project but if we meet again in another jam it would be a pleasure to collaborate with you, of course.