Thanks for the feedback.
While it's not super explicit, the way the witch talks about Luna being weak and frail was supposed to be the reason she couldn't jump, or do anything else. But like you say, people are so used to jumps being a given. Maybe a bit of optional descriptive text in the first room like "I'm weak as a kitten. I can't even jump up to that ledge" would do the trick.
Actually, if I had the time to make a longer game, and I wasn't trying to squeeze quite a few abilities into the run-time, I might have made the whole tutorial centred around not being able to jump. And I wanted to give the character a different (maybe slower) walk cycle prior to getting the Jump Upgrade, to greater contrast the frailty with getting stronger.
The controls may need some tweaks. Like you say, the R1+ stuff may be superfluous. It's actually a carry over from another game concept where up and down certainly had other uses. So I considered simplifying it in this, but like you say, it makes a bit more senese after ledges are introduced, and if I did have time to add some more abilities I might have had to change it back. Right now the only clash is, if you want to go down stairs/avoid climbing stairs by default, you can hold down while moving.
I was this close to making Z speed up the dialogue too. And did consider making Space a viable choice. I guess the reason I kept X and Z as separate functions was to make it less likely that people would skip text accidentally, since some of it does have dynamic typing, and even pressing Z to go to the next box could mess with it. I guess I could have a speed negation variable so players need to release the button before they can speed it up again.
I get what you're saying about the intro. I'm quite used to wordy games, and even I thought it was slightly too long. But I wanted to establish the characters, the mystery, and introduce branching dialogue, so I didn't feel like I could cut any of it. I did intend to include an intro sequence depicting the chase that was alluded to (which might have helped a bit), but it didn't feel like I had time to spare for it.
The feeling of initiating a cut-scene rather than being just dropped in one makes sense. So I wonder, did the Slime Stuff interactions feel less intrusive?
Glad to know you liked it generally though.
Thanks for playing! 😄