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(5 edits) (+1)

Yeah, it's expected to get stuck or die in Dizzy-like games in the beginning. I was thinking about making it easier so one cannot mess up but then told myself... no! you must learn! ;D but after the tree there is only one location you can die if you don't have the right thing to use. Originally it had 32 rooms, then 30 rooms but the 14 days, well, 14 minutes (which translates to 84 moves) were super tight to finish and I wanted to keep the "14" reference to the deadline (in both game and jam's two weeks), so I lowered it to 24 rooms (removed some hallway rooms) to give you some moves left, like on a second or third run you can definitely finish it in time. Right now I am working on improving character animations and graphics, so the rooms are less empty and hollow. But I will update it only after the end of voting, obviously.

the game is very basic and feels stiff in control/movement...
but on the other hand it has the undergoing mood and feeling that emerges i dont know from where. it reminds me that retro era perfectly because of these flaws. it can be a hardcore game if polished or just you know like keep it basic in some aspects. today many games are just smoother, with advanced graphics in comparison to old retro games, but those old were the ones we continued playing. now players are changed, experienced advanced games. so i think balance of modern and retro in these aspects would help you. which aspects of retro games difficulty should it keep?!