Thank you so much! That really means a lot to us!
I think the key was having a clear idea of what we wanted to achieve from the beginning, and finding general solutions and systems that we could reuse throughout the whole game. For example, the saw and the moving platforms inherit from the same base class, so we could reuse the same core behavior for different obstacles.
Less is more! There actually aren’t that many gameplay mechanics. There are a lot of systems working under the hood, but the mechanics themselves are mostly simple. For example, automatically detecting which input method the player is using and updating the navigation hints accordingly is relatively simple to implement, while designing, testing, and polishing an entirely new gameplay mechanic can take a lot of time.
So we focused more on how the game looks, feels, and what it communicates rather than making the gameplay overly complex.
Thanks for playing our game!