A rather fun little game with some very interesting platforming, but very much falls under the "dev got too used to the controls" that other games encountered (see the game Nauticrawl, where there's a rather interesting blogpost describing how that was caught). Especially in the gauntlet just left of the starting room, it's a bit more frustrating than rewarding trying to "bounce" on the sword points. Other than that I'm enjoying how the boss fights are structured, the story, and the relatively unique upgrades in this metroidvania!
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Thanks for the feedback, I'm always looking to improve my level design and make platforming enjoyable. I think i got carried away with the possibilities of the mechanics in some sections and focused on that more than balancing. With that section in particular I wanted to offer a challenge that would become much easier if you get all of the optional upgrades so that they would have more of a purpose, given that the challenge is optional to begin with. Happy you enjoyed it overall!
Ohh, I thought it was required, since I couldn't seem to go down, and I was told to "head to the left", which I interpreted as to that!
Either way, knowing it's optional makes it a lot more bearable, it's just sometimes a pain to deal with the fact that every time I respawn my gear is in a slightly different position, making attempts extremely inconsistent!
I'll repeat that it is pretty darn unique, it's just that, as you said, you got a little carried away, which is pretty easy to do when making something like this ^v^
I thought the three keycards was part of some required thing, and even after getting the second sword, it makes things harder as much as it makes things easier, as it's now twice as likely to catch a point the "wrong way" and send you moving downwards. I'll keep trying for another 15 minutes, but I may just have to give up on this game again