I found your game through itch.io rather than the LD website.
Extremely moody atmosphere, I loved it. Beautiful environments. Moving around was very satisfying. I noticed that you even implemented coyote time! Very thoughtful :heart:
Agreed with @mika-la-grand , that top part is a huge difficulty spike (no pun intended). I must have died on it at least 10 times before getting through.
At times it was hard to see the level. It makes sense that I can't make out the hazards from the background from safe platforms at first glance, and the darkness really draws attention to the torch, but it was a little frustrating as well. I learned more by dying than by inspecting the level. Still, very well done on the torch and lighting engine. I definitely appreciated that the tiles had different appearances in the darkness rather than just being dimmer version of the illuminated sprite. It made for a very pretty-looking game.
I like that you made the spike hitbox pretty forgiving, and that touching the side of the spikes was safe. Then again there was that one wall-jump area where I had a very small runway and jumping too early meant bonking on the ceiling and too late meant running right into spikes. I liked the idea there, but I think that particular room felt more tedious than challenging.
The conveyor belts, disintegrating platforms, and waning torch mechanic were a great device for increasing the pacing of the platforming. Very nice design decisions there.
The particle effects on the checkpoints were wonderful! I also loved the color contrast, as the green color of the checkpoints made it really stand out from everything else, while the blue color of the water made it stand out from the red character and torch. The torch trail was so nice, I have no idea how you did that but it looks amazing.
I noticed that I re-jump if I hit the ground while holding the jump button. Personally I am used to having to re-press jump to re-jump, as this is the behavior in Celeste, Mario, Spelunky, etc. but it actually didn't bother me too many times in your game.
The narrative pacing of the game was excellent. Each bite of text was enough to add flavor, but just short enough to not be overwhelming. Spacing it out over the course of the game was an excellent design decision. It also sets up the ending brilliantly, as it reveals the narrator (I presume?) only at the very end, and puts a dark spin on the story up to the point and makes for a satisfying ending. Really smart, I might have to steal that device for next time :upside_down:
I'm really impressed by your game and it's one of the few games I've played this jam that inspires me to improve and work harder next time. Keep it up, excited to see what you put out (no pun intended) next!