First of all, we want our game to be playable by all audiences. We take a great inspiration from Celeste. Although the game is difficult and thousands of hours spent on the level design, developers added assisted mode in order to reach larged audiences. Additionally, for players who like more challenge, they added alternative routes and B-Side levels. We have a similar approach.
For instance, there is a platforming sequence in trailer. But rather than dealing with the swing poles and deadly traps, you can simply go forward in a less-challenging route. However, selection of routes affect the story events you face. This helps within the replayability.
And for difficulty, the game will not be punishing such as Hollow Knight and Blasphemous. We take a great inspiration from Katana Zero and Super Meat Boy in terms of that. Respawn points are not that far, and dying will only motivate you to plan your moves better in the next run.
Ah, I see--thank you for the answer.
Speaking for myself, I'll confess that I'm not hugely enthused by the idea that I would have to have a specific skill-level in order to see all story-elements. And--and speaking for myself--it's a pity to my mind that the game uses a checkpoint system rather than save-anywhere.
Still, if the overall intended skill-level is lower than in games like Hollow Knight, then perhaps I'll still be up to it.
And I do love Aquaria--it's my favourite metroidvania game, I would say--and that had checkpoints. So, while I don't love Aquaria
for its checkpoint system--I suspect that I would like it even more with a save-anywhere system--I can still enjoy a game in spite of that approach to saving.
We'll see--I'm cautiously interested right now, I would say.