man that was difficult, kept failing at the very last one. that was fun, there was a lot to keep track of but the difficulty felt good, ended up replaying a few times lol.
Wolfenrahd
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Seeing all of the controls at once and then doing the run made it a little harder for me to remember them. But after getting used to them, they did feel good. Having the text being a part of the world was also really cool, as well as the atmosphere. Had to play multiple times to get a better score.
I did find a bug where if you hit where two boards overlap, you aren't able to the the board underneath in that spot
Love how atmospheric the sound and visuals are. I didn't see them all but I like that there are multiple endings.
Edit: nevermind, just did another playthrough and got the perfect ending.
like some others have said, the audio cues didn't feel very essential because of the visual cues (but from a game design view that's good ¯\_(ツ)_/¯
Yeah, fair about the theme. For spectacle, I meant for the player to be watched as they moved through the level, and the crafting mechanic for fusion. I wanted to use screens that showed the player, to show that you're being watched, but it doesn't work on web. I had some more stuff planned for fusion, but I didn't get to it.
I'll definitely add something like that for the tutorials. That's also a good point you made about the telekinesis, I didn't consider trackpads. Thanks for the feedback
Yo this was really challenging. I can see the celeste inspiration.
I think the camera moved a bit too much, and made it a lot harder to play. But I made it to the last level (i think). I liked the chase that happens near the end. I kept overshooting the goal on that level though. I think it'd feel more fair if it was taller.
Thanks for the feedback. Locking the stage was something I had planned, but didn't end up having enough time to do. And there was a sound effect for hitting enemies but it didn't make it in. But overall that's something that we plan to fix after. Especially for the player too, I know it's also hard to tell when you get hit.

















































