Gode wrote:Just played through the temple, you did a great job of disguising the jumping challenge in the natural environment! That said, if I could make one suggestion (even though you probably don't wanna change anything now

) it would be to add more variety in the jumps. This game has really great wallrunning/jumping physics and you could have made better use of them. I still had fun, and like I said before, it looks excellent!

Thanks for the feedback. You're my first playtester
I do plan to make the platforming more interesting for the ascent. Once you get to the beams I did try to incorporate some wallruns. But their layout means its not really necessary. A redesign of the beams to incorporate a more fun route is on the agenda.
I've been thinking about splitting this into three seperate maps; the temple, the ruins and a wooded scenario. As a way to let me focus on the specific gameplay I had in mind for each area.
At the moment I can't really populate all three sections with enemies and detail while keeping a playable framerate during combat.
So first of all the temple:
I've been testing a series of gravestones at the entrance to the temple. This still keeps a portion of the level outside of the temple itself. Plus they're already more fun to fight amongst than the wooded area. There is now grass too

Also toying with a change of scenery. This one is using the grassy beach.
