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Clever premise, I loved how many good puzzles you were able to create with such limited space to maneuvre and the numbers of jumps. The art looks great, those split second screens after you break your leg are a nice touch.

I'll abstain from mentioning the controls since other people already did :)

Overall amazing job and I wish you good luck on your next projects!

Hey, thanks for the kind words and thanks for playing!

I want to play it but the download fails on my PC :(

Oh no! sorry for that. Just so I can try to figure this out do you mean that the you couldn't open the file after you downloaded it or that you just can't download the game at all from here?

I couldn't open it up. I downloaded it and it says "removed" or deleted.

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Congrats on getting featured on Kotaku!

Whoa. I just found out about that from your comment, thanks for the heads up and for the congratulations!

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No worries! Get much of a traffic spike?

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I had been getting a pretty big traffic spike over the past few days, which I gather is from this video, so it's hard to tell. Though I imagine it's probably extended that spike a bit.

Good to know! Thanks!

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I had a lot of fun! I got the bugged ending though.


Great game though, stay in touch!

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Ah, sorry for the bugged ending! That aside, your video was fun to watch and I'm glad you enjoyed the game :)

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Super fun game! I fell onto the youtube video and after watching the first level I paused and went to go try it. The art style, unique puzzling, and atmosphere this game gave was awesome. Some of the puzzles actually had me stumped a few times haha. At first I was wondering how long this game was gonna be knowing the the options are quite slim, but this exceeded my expectations by a long shot. But one of the things that was kind of a pain sometimes the movement. Like other said it can be hard to do precise movements. The level (near the end of the game) where you had to press the switch at the right of the screen with the two 1-use springs on spikes, and two staggering poles was a huge pain. This level took me the longest, because you have to do very precise movements. It took a while to do midair counter direction inputs, and that's if you pressed jump at the right time. Because of the slight delay before movement when you press the key, and having to jump not too soon, or too late, in the tight space, was a hit or miss. So I would rather get the jump right, and then miss the midair counter direction input, or mess up the jump and die. Maybe I was making it too hard on myself haha, but that one level was a pain. Oh and I was also gonna say that the ending of the game seems to be bugged for the windows version but that has already been pointed out here. But other than that the game was actually awesome and I really enjoyed playing that fun short game. Also really liked the dialogue and story that was added into it, gave me some Celeste vibes, made you feel more connected with the game. I am excited to see what future projects you have planned! I am definitely going to stay tuned for those!

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Thanks so much for the feedback and thanks for playing! Of course the movement seems to be a pretty common issue that people have had, but  another thing that was challenging was coming up with difficult puzzles that didn't feel cheap. It sounds like I went too far with with the misdirection on that level (I think the fourth level, where you have to crawl under a platform might be another case). I was also a bit worried about how much depth I could get out of the premise so I'm glad to hear that it exceeded your expectations! The Celeste comparison is also really flattering.

Well you did an excellent job on making difficult puzzles that didn't feel cheap. The more I think about it I think the puzzle itself on that level was actually quite good, just executing the solution was the issue. A maybe solution could be just resizing some things. Like the roof above you at the bottom so you wouldn't hit it. Part of messing  up could be mental, like I would think too much about hitting my head that I would miss the spring. I am not a game designer by any means haha so I am not sure if that would work. I didn't really have an issue with movement other than that one level tbh. But faster or instant response on pressing left or right and air mobility could make +those challenging levels more viable, which could also mean you could make more of them. And the fourth level where you have to crawl under the space I didn't see any misdirection, maybe a little to just fool you over a quick glance and just jump to the bottom. I noticed the bottom being impossible on the first try and then I saw the top crawl space. Because you wouldn't think at first to trash your jumps haha. Feel liking talking so much about that level is devaluing the game, which it doesn't at all. Idk if I gave as much emphasis needed about how much fun the game actually was. And it did give me Celeste vibes haha (I love that game), do you have any plans on extending this game? I am not sure what other element you could add to further problem solving, but from the concepts you did present in this version you did an awesome job! (Maybe arms? Lol, arms could bust after doing something, throwing something maybe. Gotta watch out for all your limbs though, because then you can't move.)

Deleted 105 days ago
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People who have played seem to be pretty much in agreement when it comes to the movement. I definitely experienced the awkwardness that you and others described during playtesting but decided to go ahead with the system I had. The reaction to it has been a pretty good lesson on avoiding prioritizing aesthetics/realism over the feel of the game, so I'm at least glad to have made that mistake early on. It helps a lot to hear what people think, so thanks for the feedback, positive and negative, and of course thanks for playing!

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Amazing artstyle, cool concept and a pretty good level design. BUT FOR THE LOVE OF GOD THE CONTROLS GAVE ME AN ANEURYSM. The fact that you can't move precisely (as in tapping a directional key and actually moving slightly) after doing your first jump (while it makes sense since the character literally broke a leg) got quite annoying. And that one stage with the 2 buttons, 3 jump pads and the spikes where there was a jump pad on the opposite side threw me off really bad. I kept thinking I had to use it. Limited number of jumps kind of makes you think you need to use it. But you can just crawl over the 1 block gap near the exit. Not to mention it felt quite weird that the character stopped moving for a split second after landing with both legs intact. Other than that, amazing game. Loved it. I also got the black screen ending, but the ending wasn't the point of the game. The gameplay was. And it was good. Amazing job.

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Hey, thanks for the constructive feedback and I'm glad you enjoyed the game overall.  Getting specific comments like yours is really helpful in letting me  figure out what I'll need to work on/playtest/think about more in future projects :)

Is the True ending just a black screen

Ah that's a bug, thanks for pointing it out. It seems to be a higher level Godot thing that happens in the export so I don't think I'll be able to figure out how to fix it right away. But if you finished the game and got a black screen here's the ending:

Anyways apologies and thanks for playing!

Amazing game dev had so much fun playing it :) i hope you enjoy my gameplay 

Thanks for playing! Your gameplay was fun to watch and I'm glad you enjoyed the game :)

Thank you i'm so glad you liked it :)

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