The game has excellent art direction; dark, yet strangely comforting (but that's partially due to the music, too). The initial sequence in the intro got me hooked, and the gameplay which followed isn't half bad.
I was getting somewhat tired of the sentry stones (not sure how to call them) around B-01, it started feeling like I was doing the same thing over and over again in different map layouts, and didn't get to experience new gameplay elements for a while.
B-04 introduces the four-way bomb, and it was my first encounter with a hidden secret, so that feeling soon came to pass. It's also nice how you introduce the different kinds of bombs in B-04 and B-05 before you encounter them in a challenging environment.
I ultimately left the game in C-04 (for now), because the previous level took a lot of attempts, and here it felt like I was trying to beat the same challenge I already did there (even though the hidden candle room was pretty cool).
This might be an issue with the game… if there is a fairly challenging room, the next one should ideally test a different skill or approach.
Come to think of it, if you're not logging some sort of analytics, having something like that in the demo could be a great way to see which levels people struggle with (total death count per level) or what was the level people reached when they lost interest and make some informed changes based on that.
Newgrounds has “Events” functionality you could use. Or the same can be accomplished with medals or scoreboards. See in the API Tools section of your project, and there is a plugin for Construct available.
I was sold and wishlisted when I met the NPC trapped in the maze you can talk to, and he was carrying a guitar. Obviously, the puzzle rooms are the core of the game, but the promise of an underlying narrative and side content makes me all the more interested in the game.
Other feedback:
– At the start, it took a moment to realize you need to hold 'E' to start the game (it doesn't mention this), so the game looked stuck as the usual keys like Enter or Space do nothing
– The level should ideally not start moving until you move, so you can take a moment to observe your surroundings before something kills you.
– I love the choice of showing a zero-padded death count with four digits. As if the game implies you will probably die more than 999 times.
– Talking to people for the second time shouldn't trigger their initial dialogue again.
– Fullscreen state doesn't update in the settings if you cancel fullscreen with 'Esc'
– It should mention in the settings you can press 'Esc' to resume (it only mentions it goes to 'menu'). Doing so though will of course cancel the fullscreen mode, so I need to go to the Main Menu and Load anyway.
– I started a new game in another tab to recall a few things for the review, and the death counter reset for my main window as well. Easy deathless run, yaay.
– What is the purpose of the bottom bar on the screen every time the level loads?
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And a side note; your Steam page will definitely need some love to attract people's attention. Try looking up tips how to make game trailers engaging and how to improve the page, and compare yours with the page of other similar successful indie games.
– The trailer starts with a pretty long fall sequence and shows the game's logo. You don't need the logo, or at least not until the end of the video. I would consider starting with the “You know you'll never leave” quote to give context and goal for the game, then showing the gameplay.
– You show gameplay, but don't play the sound from the gameplay, which needlessly makes it less exciting like it's not the focus of the video.
– The long description of your project has no pictures/gifs showcasing the game.
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All in all, it is a very cool game you have here, and I wish you success with it.