


This would give the player more time to reposition themselves after a bad jump. If you want to keep the isometric view, I'd suggest maybe adding a double jump or making the jumping more 'floaty' by increasing the air time on jumps. Several others have already mentioned how the isometric view makes the platforming much more difficult than it needs to be.

This happened when Mallory was too close to the top of the screen. In chapter 2, some dialogue would appear off-screen and be unreadable. Once I reach that spot again, I think the dialogue should trigger again if it got cut off before due to a fall. In chapter 1, sometimes I would reach a spot that triggered new dialogue but immediately fall and not get a chance to read what was said. Perhaps they'll fit into a larger narrative later on, but for now I just didn't find them very interesting. I ended up not reading any of the pages after the first one. Not a serious issue, but I think it could be tightened up a bit. I feel that the game is a little dialogue heavy. I was able to get invested in the characters and world in such a short amount of time. This demo was otherwise one of the most immersive experiences I've played! I'm excited to play the full game, but I'm aware that this level of effort is a lot for an indie developer, so please take your time and take good care of yourself. That said, it's not really a big deal, I just thought I should point it out!** **I only found one thing wrong: there was a misspelled word in Cat and Mallory's dialogue, it said "experient" instead of "experiment". This game has the perfect balance of interesting shapes and features without demanding too much attention that the objective is lost on the player. The visuals are incredibly elegant in their simplicity, though it's no easy feat to make them detailed without being distracting. My favorite part of this game is how all the clues made me feel curious to uncover the mysteries this strange world holds. The sound for this game was top notch, I really enjoyed the chase music and the interaction with the different objects, even the tiny paper wads on the floor made Mallory feel more grounded to the environment, so props to the chef! I loved the dialogue between Cat and Mallory, as it was wholesome and witty. I thought the level design (specifically the door segment) was a little confusing, but satisfying once you figure it out.
