The Flower of Marasca by F1Krazy 2022-04-09T01:54:52Z
Roses: definitely brought me back to playing 80's and early 90's games which I think was the main goal so good job there, nailed it!
Buds: the overall puzzle styles were good but they suffered from some basic information/context that the player just doesn't have without a tutorial or solid UX. Really what the game needed was more feedback to the player to draw them into your game. I'm talking UX stuff like making the lever intuitively tell me that it IS A LEVER. (I embarrassingly spent two minutes at the first gate before I realized that the first lever was actually a lever and not a part of the foreground) to stick with the art style it could have flashed as you got within range... or something similar.
Thorns: You clearly were interested in making the game controls configurable (four different configurations on a 10 minute one player game! WOW I'm impressed... but why?) in my humble opinion I feel like we missed out on other things you could have done. I really suggest using that time on something else and just make the default controls stick to modern conventions. (I expected wasd with e/r/shift/space actions then tried game pad, for this style I expected to use the D-pad but that is minor). Further more, I'd suggest that the left and right face buttons (or d-pad or select button) control the power-up selection. Never-the-less I did eventually get the flow of it then it was like I was back in the early 90s with my Commodore64!
I don't want to forget to say that you got to be careful when adding a powerup that increases speed as that can mess with your collision checks (I fell through the wall at the top of my feather jump and landed at the end... and got trapped there)
I hope I've been constructive, there is promise here, just don't forget about the player! :) GoodLuck!