If there is an ending to this, or a way to find the cat, I didn't find it.
I did find all seven jpgs though.
My favorite part was the little story on the TV. It was easy to overlook, so stumbling on it really enhanced the experience of watching it.
I quite like this. I got to the end with 6/9 collectibles and had a bunch of fun with it. I thought it was a moderately difficult game, but once I got the hang of the controls, it wasn't too bad. I would appreciate some sort of checkpoint system though.
A few other notes:
The hit collision for the enemies feels unfairly large.
There is an exploit where you can place a sticky block in midair and then jump off of it. Not sure if it's intentional or not, but it's fun to pull off.
And another exploit where you can repeatedly jump off static blocks. Not sure if it's intentional or not, but it trivializes the solution to some of the levels.
Thank you for taking the time to leave feedback. I mistakenly assumed that a player would always be coming from the closest checkpoint when fighting the boss. Like you suggest, an extra checkpoint before the boss would fix this. I'll keep this in mind as I design the open world segments going forward.
As for your recordings and any additional comments you have, I would greatly appreciate it if you shared, if it's not too much of a hassle for you. No such thing as too much feedback.
Things that are different from before:
The hitboxes and hurtboxes are better than before, but they're not 100% perfect yet. I'm not happy with the camera either.
I like it. Fun retro arcade game.
My biggest critique is that I think the difficulty could progress faster. The game felt the best when there was an element of difficulty avoiding non-status food, but even at higher speeds, it takes a while to get to that point.
Also a more obvious indicator for how close the player is to failure would be nice.
Thanks for the feedback. It's a relief to hear that the controls feel good, it was my biggest concern.
As for the magic limit and checkpoints refilling it, that really is a balancing act I haven't nailed down yet. I don't want to make the game TOO easy by giving the player unlimited magic, but I'm not keen on forcing the player to always play conservatively either. I'll keep tinkering with it.