Thank you very much for playing and for your words, I really appreciate it!
mochil0
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Well, I guess you are right and the ending area is just confusing, and even unfair. This is what happens when you release your first game without any prior feedback (the only people who played the game before were my sons and me).
I've simplified it a bit. The clue is to land over the "almost there" block. Then you can reach the "pleasure" one by going down (from the right side) and left.
I hope you enjoyed the game, despite the bug you found and the sometimes frustrating difficulty. Your feedback was very helpful for me, thank you! :)
Ah, I had the feeling it was that one. Ok, I didn't want to spoil, but anyway... ;)
The floor beneath the first conveyor on the top left is accessible. You need to fall from the conveyor and then quickly turn left. This way you can land on that floor and reach the room. Perhaps I need to make this part more evident somehow. The spikes were supposed to be a clue: you can touch them and die.
What you say about levers is very relevant to me, and I already thought on it. For that reason, all levers perform changes on the same room (except one of them, which affects a close room). However, it is possible that such change gets unnoticed sometimes. A solution could be to add some kind of visual effect that alerts the player about what changed. I can try to work on that when I find some time.
Thank you, I am very glad you like the game! I am not sure how can I help you since I don't know which is the coin you are missing. And I don't feel like writing spoilers in my own game's page :)
But I can tell this: probably you already know, but there is a secret room with counters that inform you how many coins are left in each area. Good luck!
Thank you for your feedback! I am glad you gave it a try.
The absence of a map is intentional. I understand that it is not something everyone will like, but I simply wanted to emulate the experience that some games I love offered. In them, the player has to actively remember the location of the levels, or even, in extreme cases (I remember doing that with "Eye of the beholder") write maps on paper!
Other than that, thanks for your suggestion! I can try to add such functionality in the future, in case I find enough time and I discover it's a good addition.