I might restructure the level setup and make it more modular. For example if you get stuck in one place you might be able to go back to a hub and try another area until you feel motivated to return to the place were you were initially having trouble. What do you think about this idea ?
I feel there needs to be some form of punishment for failure in a fair encounter. Have you seen the inventory Menu ? You are able to pick up health potions which you can drink to regain full health. I might have to implement different difficulty settings, one with unlimited lives and one without.
What did you think of the movement feel ? How did you like the sound fx ? Any other comments ? Thanks again for your time and I hope you enjoyed playing as much as I had making it.
I think it seems like a huge leap in design - making linear game into non liniar would require a lot of work.
Oh, yeah, after few tries I acessed inventory, when trying to save the game by hitting esc. Because when I died there was an "save game" option for some reason. And I drunk the potion.
As for punishing player, well it is rather big design qeustion, but I would say that repeating the same section is simply not interesting for me at all, and I would prefer to have more frequent checkpoints, defenately not start from beginning in any case.
Controls can use a bit more tuning. Ability to move while attack animation is playing, and probably speeding said animation up a bit, might be an improvement. But, controls were ok, for the most part.