Wow, thanks a lot!
A few Qs and comments:
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In some ways it’s too early to just run to a level’s exit.
I'm not sure what you're saying here. Did you mean to write
easy instead of
early?
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Less jumping off and and into the ledge
Again, not sure what you mean. This time though I don't even have a clue.
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The time limit is a touch too short
That's a balancing act (and a tough one, as I explained in a post on the previous page detailing my plans for the game). It's not really something I can work on at the moment since almost all the levels haven't been made yet. No sense balancing things out when there's things to do which may just unbalance the whole thing again.
But when I play it I find I have too much time. Of course I'm far from being the perfect yardstick, but I need to work out the balance so that someone who's as good at it as me doesn't end up with minutes of free time, and someone who's new to the game doesn't get the game over screen after clearing just two or three levels.
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Forcing collectibles... obvious deposit zone... more clear prompts...
Yeah, I need to make it much clearer to the player what the game's about. There's a few things in there that I've implemented, but it's probably not enough.
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you don’t get enough time per treasure
Did you get the idea of the gems? There's a few of them around, usually in dangerous or hard to reach areas. Picking up one of these gives you a +0.1 multiplier to your loot for when you deposit it, and the loot directly influences the amount of time you get.
I think I need to make it clearer that that's what it does.