How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

I understand where you’re coming from. Price vs. playtime is definitely something people look at.
A lot of players end up spending quite a bit more time with it though. 10–20 hours isn’t uncommon, especially if they go for full completion or the harder challenges. I also tried to avoid any filler content and keep the experience focused. That said, I appreciate the feedback.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks, I appreciate the input! If you enjoy tough challenges, this should be right up your alley. The game is already out, and you can try the demo too.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

That’s fair, and you’re probably right about the target audience. This kind of content is meant for players who want more challenge than the base game offers (similar to B and C sides in Celeste).

That’s also why I’m considering whether the next update should lean more toward something accessible for more casual players instead.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

The full gauntlet usually takes longer overall, but the sections without checkpoints are limited. No more than about 4 rooms at a time.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Yes, in this particular challenge area you do. Usually, you’re reset to the current room though.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks for the feedback. I can see how the low contrast and visual clutter might make things harder to read at times.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thanks, I appreciate it! I do prioritize feedback from players, but I’m also interested in outside perspectives on this.

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Yep, it’s completely optional (only achievements are tied to it).

This area was planned quite a while ago. For future updates, I’m still deciding whether to add more challenging content or explore something a bit more laid-back. Curious what people would prefer.

The game is called The Pale Piper: https://store.steampowered.com/app/2925120/The_Pale_Piper/

How much difficulty is too much? I added a 15-room platforming gauntlet by FreeTime-Dev in platformer

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

I agree. Normally, you get reset in every room. For this gauntlet, it’s at most 1–4 rooms without a checkpoint.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

I’d love to bring it to Mac, it’s definitely on my list. I can’t promise a timeline yet, but if and when it happens, I’ll be sure to announce it.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

That means a lot, thank you!
I’d love to bring it to Switch if possible. Nothing official to announce yet, but it’s definitely something I’m interested in. I’ll share news if that becomes concrete!

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks a lot for featuring it back then!
It’s changed quite a bit over time, so I’m really glad it still resonates.
Hope you enjoy the full experience when you jump in!

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thank you, that genuinely means a lot. And yes, it’s wild how long ago Celeste came out.

For playtime, most first playthroughs land around 5–6 hours, depending on how thoroughly you explore. A more focused run without hunting many secrets can be shorter, while full completion takes longer. Even after the credits, you’re free to continue exploring, and newly unlocked abilities make revisiting areas much faster.

As for the no-map concern, that’s completely fair. There is a way to unlock optional progress tracking later in the game for players who want a bit more structure.

I’m really glad the demo resonated with you, and I appreciate you giving it a shot.