This one flew under my radar until now, but it is an exceptional retro-style game. You got a lot of mileage out of the simple aesthetic. The game nails the fundamentals and has some great extra details. I'm glad I wasn't the first to play it and comment though, because the comments helped me have a great experience. I totally would've wandered around for a long time after the double jump XD. But that's a good problem; people want to keep playing!
Some observations:
- I got stuck for a minute after getting the projectile weapon. I thought maybe the game ended there or there was a bug, but then I watched dan collins' video and realized I just wasn't quite hitting the mark to open the gate.
- The first time I did the lava room I didn't realize what happened. The lava kind of blended in for me and I didn't see it.
- I appreciate the generous placement of save points. Good thought went into map and room design.
- It is a little weird the way projectiles almost obviate melee attacks. The game seems unsure whether it wants to be a primarily melee game or projectile game. If you want melee to keep being primary, then the recharge is probably too fast.
- I had no idea there was a map, but I didn't really need it. The progression is quite linear.