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Many thanks for the review! :D

We did realise after a week of playtesting that some people didn't know they could climb the grass and we're remaking the whole interior at the beginning to show more clearly the game's mechanics. We were hoping everyone would simply experiment and find out but for a mechanic this essential to the game's identity, we should do whatever we can to make any player get it before they get frustrated.

Yeah... softlocking is still an issue in the current version of the game and considering we're planning to make this a metroidvania and not a level-based game, we've come up with 7+ ways of preventing or recovering from a potential softlock. I won't spoil anything for now ;). We're trying to balance out the impact of the player's actions without it becoming too frustrating. We could've simply made it so burnt grass turns back into copper or to have a button to reset or rewind but that made the puzzle aspect of the game uninteresting and not rewarding at all. This is proving to be the hardest part to design for the full release. We weren't expecting people to consider this a rage platformer but I'll just say that you're not the first one to compare it to one.

Thank you for the kind words! I totally understand that you didn't finish the game, no worries, it's still very rough around the edges. I'm working on it almost daily since the Jam and I can say with confidence that day by day it's getting closer to something more people could enjoy and be eager to beat! Best of luck to you to!! :D