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(2 edits) (+1)

I hate to see her go, but I love to watch her leave.

This game has quite a charming style, and frankly, as a peasant relegated to the 2D world, I am sincerely impressed by the modeling. I felt like the pawheld segments were just long enough, but not too long. This game, all in all, was pleasant to play. 

I noticed that this game doesn't allow fullscreen on the game page which I thought was odd; however, it made more sense as I played the game. The overlay that shows up when you take damage is not scaled perfectly to the viewport, and that happens for me even when the game isn't fullscreen. It seems like preventing fullscreen was a way to mitigate scaling issues with viewport scaling. I recommend fiddling with the `Stretch` settings under `Window` as well at the `Keep Aspect` setting on your camera.

On one of stages on the pawheld (the one with crushers and swinging axes), there doesn't seem to be any animation on the character & the player's movement continues into the fade out  which makes the death feel unsatisfying. Just locking the character in place when the camera starts to fade out would go a long way. 

Thank you so much for playing and for the kind words! Your intro and screenshot made my day, and I’m really glad you enjoyed the game.

Fun fact: I actually planned the pawheld segments in 2D initially, but my 2D art skills aren’t quite there yet, so I stuck with what I knew best!

Regarding the fullscreen option, I actually just forgot to enable it, definitely not an intentional workaround! Since I was relying mostly on audio cues for enemy damage, I wanted a quick visual effect to show when the player takes damage. It was a last-minute addition, so I slapped it onto its own canvas layer without configuring the scaling properly. Thanks a lot for pointing out the issue and sharing the specific settings to fix it!

As for that death sequence on Level 3, locking the player in place during the fade-out is a great idea to make it feel cleaner. Thanks again for the awesome feedback!