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I wasn't a huge fan of the mixels, and some of the platforming sections while using the mechanics well felt a little strange. Otherwise, pretty solid and I never felt lost. I think the "escape" sequence's level design was much better than beginning of the game, at the very least more traditional. The story was definitely an interesting touch. Gopd luck on future projects.

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Thanks for the feedback!

I agree with you on the mixels. That'll be something I have the team be more intentional about on future jams. 

When you say that some of the platforming felt strange, I'm curious what you mean by this. If you're referring to the lack of input buffer on dashing/shooting making it difficult to execute abilities in the intended direction, I completely agree and it's on the list to tackle for the polish build. If you're referring to how some of the metrics (distances where abilities feel good/natural) are off, I agree for a few parts though a couple are intentional for emotional effect. We'll polish up some of those in the final release.

When you say "the escape sequence level design is better/more traditional", I think what you're saying is that you liked how this sequence forced you to use all of your abilities in a more challenge-focused platforming gauntlet. If so, that would make sense. As this game is a story-first adventure game, not a traditional challenge-based platformer, the earlier sections of this game are designed to setup the story and build intrigue rather than give the player challenges to overcome. Additionally, I have to slowly ramp up to this mixed ability platforming as it's not possible / not fun until the player has spent enough time familiarizing themselves with each mechanic and the controls. Otherwise, people just find it difficult, overwhelming, confusing, and report it feeling messy. That's why I spent so much time playtesting each sequence with a variety of both experienced and inexperienced players, to make sure the difficulty was in line with AAA gaming standards while still being engaging for the kind of player this game is designed for.

Additionally, I'm acutely aware that by default no one cares about my game, so it's my job as a designer to hook people and keep them engaged through to the end of the experience.  One way I strove to accomplish this was to keep pacing extremely varied. By focusing on unique gameplay moments (bucket puzzles, Seeker/Destroyer chase, narrative setpieces, escape room, etc.) rather than non-stop traditional platforming, I never give the player time to be bored. Granted, some of these sequences could use another pass (like the dark maze) before they're at a high level of quality.

Not trying to invalidate your experience, simply wanting to share some of the design thinking behind the final result. Thanks for playing!

I dunno, I played it to the very end, and wasn't offended by my experience really. I was able to figure out the mechanics and puzzles after 1 - 2 tries, so I wasn't particularly lost either. And no, thats not what I was referring to. I meant, literally the intro to the escape sequence, the level design felt very metroid-y. I liked it, finally, a hallway that doesnt just lead to a massive antechamber. I'm really just not a fan of exploring huge rooms with platforms. And thats just a very me opinion lol, which I can accept. The ending platforming sequence with the boosting + gun shot ability was actually pretty hard compared to the rest of the game, same with the "boss" before I figured out where to stand so I didn't knock myself off the platform, but I don't think that has much to do with game design, just my skill. I'm not really a fan of modern triple a design, since it seemingly sucks the fun out of most things. I felt like the portal-ish references were a bit too much in term of story / setting, but thats just kind of my opinion. I'm just kind of critical. Its one of the more polished games submitted to the jam, that I've had the experience of playing at the very least.

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Thanks for the clarifications!