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this post was submitted on 30 Dec 2023
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Thanks for playing and taking the time to give such extensive feedback.
By this point I've finished all 4 of the main dungeons and balanced them around the bad enemy navigation, so I don't think that's going to be viable unless I'm willing to add a lot of dev time. Not sure if that's something I'm prepared to do, since this is already a very ambitious project for my means and skills, though it's something I'll definitely look into going forward.
I agree this would be a nice quality of life feature. Definitely something to look into for the final polishing phase.
A lot of people complained about the jumping/platforming in the early builds, haha. It turns out that there was a problem with the collision detection for pits/floor hazards that I didn't discover until fairly recently. I'm hoping this makes those sections forgiving enough that retooling a lot of the puzzle elements won't be necessary, but I guess future playtesting will determine whether that is the case.
You're not the only tester to have this problem, so that's definitely a valid concern. That's another thing to iron out when it comes time to polish. Not sure exactly how I'll handle it yet.