In the last sequence, with the disappearing platforms wrapping around a tower, I ran out of camera space halfway through. I adjusted my camera to see further, but failed the jump and fell to my death. I tried setting the camera to a less generous angle at the start to have more visibility later, but then accepted the additional risk and bumped the camera slightly between jumps. This created an interesting choice between player vs. camera movement, and made the camera part of the platforming. Moments like that were what reminded me the most of the original Celeste.

Reviewed on Feb 27, 2024


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