@RizeoftheSummonds Thanks!
UPdATEA few weeks ago i did a huge design change to Ultra Zultra.
A little background, Ultra Zultra was suppose to be a rouge-like platformer taking the great re-playable elements of a rouge-like and mixing them with the awesome play style of a platformer. The idea sounded great to me.
Fast forward a lot of implementation and mental design work, I ditched a lot of the rogue-like elements and now call the game an action platformer. Tight controls, lives, easy to understand but tough to beat levels.
When I started implementing the changes I couldn't work on the game anymore. I felt I had changed it too much. So instead I design a bunch of it on paper (actual design 0_0). It didn't help much and alot of the things I design I don't plan to add them to this game but it did make me feel like the game was mine again.
Tight wall jumping
---Present Day One week ago---
: See i died again! wait... I can still keep going?
: yea as long as you got lives you can keep playing
: ah and the stage doesn't get randomized
: nope, aslong as you don't hit the game-over screen the stages stay the same
: lives.. huh
: yup