Hi you two, great job making this game in such a little time. I enjoyed it very much, maybe as much as I would have for a normal non-LD game. I'm an RPG fan after all so.. And that arrow thing was really cool in the end (felt like a true Link from BotW). Here are some notes and thinking I had while playing your game.
MUSIC AND SOUND EFFECTS - neat music, maybe too much waiting in the beginning of the tracks, nice colors (changing instruments), catchy rhythms, special mention to Cavern of Flames that nails the ambiance and feels very “whole”
- nice sound effects
- nice use of the silence at the end
GAMEPLAY - nice controls and mechanics: simple and effective while having some depth (when you can slowmo if you aim while jumping, and yeah I get the BotW reference ;) )
- maybe you could have make us able to aim on top of us
- at the end nice arcade difficulty where if you fail it is only because you didn't get or master the gameplay enough
LEVEL DESIGN, ENVIRONMENT - nice classic nintendo rpg elements: invisible paths hinted
- nice guiding: having very little health, at first, and enemies doing so much damage to us was a good teaching of the need to move ; then this little mini game help us understand we can fire a lot at a time
- the bottom of the lava cave was actually a very clever level design because we had to "overcome our fears", in a way: jumping into lava, then risk to jump again into lava to get to a maybe invisible path on the left... very well done. With the little secret path on the right that leads back to the entrance, good point too.
- nice difficulty management between the middle/end of first level and the second level: beginning to gain more health bar made me felt like I could kamikaze to the enemies and refill my health almost instantly, it was like a vacation ; but when I began level 2, I rapidly understood that this will not work anymore as there were no more that many flowers around... This was a nice managing of my, as a player, objectives and concerns and also my tension and engagement in the game: both situations felt actually very nice, being silly in the fields and running like an invincible suicidal hero and just being silly, but also having to get more serious while the story goes on and I must catch up to be more skillful the level 2. Nice work ;)
FUN, FEEL - nice details: all of the places have names, and even the Tower's name changes depending of how far are you in the story ; awesome little animations (climbing, falling down), the speaking with everyone at the end, that "one, two, three, four" that changes in the musics giving literally a voice to what ambiance is on (may it be challenge, adventure, calmness). All of these things a little things but very cool to notice and definitely adds a "something" to the overall feel of the game.
- juicy life system: many life giving objects as well as many ways to loose it makes our health bar getting down and up and down and up so much it is super fun. Also, super satisfactory feeling about the life meter at the end when I finished the tower with 4 health left and replenished my health meter outside so fast, it felt awesome
- also jumping in lava with all 75 health is super fun :D
IMPROVEMENT POSSIBILITIES - gameplay, mechanics: I believe that two more controls would contribute to a more engaging gameplay. I'm thinking crouching (by holding down on the ground) and felling down faster (by holding down in the air). These would make us more responsible of our dodging abilities and could lead to some awesome and super fun moments. :)
- difficulty: I noted two difficulty peaks that I felt unnecessary/unfair. The first one is the actual first bunch of enemies. I mean really? They two shot you? That's more than harsh. But anyway. The second one is the tower. But this time I felt like to get us more smoothly to this level of difficulty you needed more time and so I can't blame you for it. *
Overall great game to play, well composed with enough content and diverse actions to do. Definitely a stand out.
This is, actually, a game!