- I really like the stark monochrome style.
- You could introduce the walljump and double jump more clearly than you do-- i.e., maybe there could be jumps which require the double jump or walljump before you get to the initial "teeth" that require you to use them. I found the walljump only by accident, and I found out about the double jump only after I came back here and read the thread.
- The walljump seems very strange-- this sort of high lunging upward. It felt unphysical (what is the avatar doing, which is causing it to lunge off a wall and move almost directly vertical? why can it jump so much higher on a walljump than a normal jump?) and also made a lot of the jumps much more difficult than they needed to be. The double jump is also kind of capricious-- if you walljump you don't get a double jump, if you land and then fall off a platform you don't get a double jump. The game might actually be easier if you remove the walljump, I rarely or never walljumped on purpose but sometimes, especially late in the game (that one near vertical chute) I found myself getting my double jumps "stolen" because I walljumped by accident before I hit the apex of my jump!
- The fade out surprised me too, I couldn't tell it was a checkpoint.
- Although the text at the beginning says that nothing escapes the vortex, and the game is called "eventuality", I didn't feel much of a sense of inevitability. I felt like I was making a lot of progress getting away from the vortex. The game did kind of inspire this neat despairing feeling at how much constant work it was to deal with the vortex's gravity, and I liked how after the second or so checkpoint there was "nowhere to hide", i.e., the vortex would always pull you off the platform if you let go of the right button, but the vortex itself didn't feel like much of a threat. What if every time you did a checkpoint fadeout/in the vortex was closer, or the environment showed more signs that the forces of the vortex are about to tear it apart, or the starfield were moving more rapidly?
- The parallax starfield looked cool but it seemed to behave a little odd, if i was running right one of the rows of stars stayed more or less fixed on the screen. Since the stars are moving right to left wouldn't running right cause the stars to appear to speed up?
There were some moments (the spike segment) this seemed to capture some neat and unique platforming, but mostly I just found this extremely frustrating, and a lot of the frustrating came from the controls feeling broken (like the walljump). I eventually gave up in the "invisible floor" segment because I couldn't figure out what I was supposed to do, and the directly-up-this-chute bit I had to do every time I respawned took me a lot of tries each time (because the walljump acted so funny...).
That puzzle had to do with the top and bottom half of the screen being the same, just the bottom having different stuff. I think I might change that because it doesn't work especially well. The jump is pretty tough
I went back and tried again after reading this and still couldn't do it. I feel like one thing that makes this very difficult is that for no apparent reason, if you touch the ceiling you lose your double jump. So you have a low invisible ceiling which takes away your double jump and a long jump that requires a double jump.