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wow...such a great feedback from you means a lot to me. Thank you very much really appreciate!
The finicky jumps were just a "bad" result of something claustrophobic I wanted to convey. But yeah...I know what you mean and has to be fixed!
For me the whole platforming section is a little bit too "jumpy"(?). The plan was to get it more in the way you already mentioned. More stealth elements were you can hide in shadows and more puzzle elements. More Metroidvania and less Jump/Platforming. The dosing is important here I think.

What do you mean with "random indigenous alien life"? Not a native speaker so having trouble to get it :D

Camera view shift...damn. That´s just so simple but didn´t came to mind. Thank you! So many times already seen in so many games... 

Thank you so much! Such Feedback is pure gold!

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No probs. So indegenous alien life in the games context means alien creatures that live on this planet. 

My philosophy on enemy design is think of the enemy behaviour first, and then think about how you will design how it looks. 

Enemy behavior is informed by what the player can do. And in the case of metroidvanias, that behavior is changing throughout the game. So for example, if you give the player a wall jump move. Maybe you will design an area that first teaches the player how wall jumping feels with no risk level layouts. Then introduces an enemy that sticks to a wall but doesn't move to give the player an easy-ish test. Then you would place enemies that maybe stick to a wall but move along it rhythmically. Not very creative example but you get the idea.

Once you are happy with the mechanics of the enemy, and you know what telegraphs it needs, you design how it looks. That's how I do it anyway. That way I can make sure the enemy and its attacks will be readable, and will offer a counter challenge to the players new moveset.

For example in my game, Feed IT Souls, I introduced a new tentacle enemy that sticks to walls and can't be killed with a projectile once you get that powerup so that the difficulty ramps up and counters the newly acquired skill. It's the exact same behaviour as a precious enemy (as in its just there to be an obstacle while wall jumping), but this time you can't get rid of it with the new projectile attack.

In summary, Player moveset informs enemy behavior. Enemy behavior informs that enemies GFX.

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ok now I know what you mean. thats exactly how I design the "power ups"...like the upgrade that you can pull triggers/switches. its introduced by a animated sequence that show how you can open the door. After that getting more complex, step by step so that the player gets familiar with the mechanic. Also the latter stuff. First just a simple ladder to get to another level. Than a ladder straight to the right. When you fall you have to try it again without dying...and so on. The jump ability is a little bit rushed but will get a more "introduction" in the next update. Right now I just write down all the feedback and think about how I implement all the stuff and write down some loose ideas. I stick to one rule when it comes to design in enceladus "no text to introduce a mechanic". Would like to keep things self explaining or with a sequence that introduces a little new mechanic. Not so easy when I think about the hiding mechanic...

I will keep that in mind, also the alien design with a contex to its surrounding. Thats how I try to design my enemies as well...for the jam it was a rush I should say. Ideally opponents behavior patterns should also be visible in the design. That you can immediately tell at first glance "oh...he can definitely jump". More difficult than it sounds first when you are in a tunnel and just focus on some stuff.
But it will get easier with a little more planning time right now :)