I think a fog of war effect instead of a circle of view would work better, though you can still limit view length. The dithering out of view doesn't really fit the art style, either. Try to make it more analog so it seems to fade!
The field "bubble" could be extended to a cone of sorts, making it so you can't see behind you unless you turn around, and you can't see around corners. that would make the game more interesting quite easily.
Fun, Relaxing Minimalistic. The without-words approach of teaching was well done, but I had one problem: Symbols overlapping. You should have both color-coded symbols, and have had a way to hide symbols, or when you mouse over it would show more important ones. The last few levels took a lot longer because of this. Other than that, a greatly designed game that is fun to play through and throughout. 5/5
The flaw is the game actually gets easier as the game goes on. A reverse sort of thing (not sure how the story would fit that) would be a lot easier to design a difficulty curve. (There's a reason why all metroidvania/progressive platformers do this.)
Interesting shooting gimmick, but underused. The wall-jumping is sluggish. Overall, well designed, but a bit linear. Pretty close to what I'm looking for in a good metroidvania. Just add branching paths, and a bit of polish.
This game was a bit too close-ended (and thus, a bit too easy) for my tastes. Well done puzzles, but you could've easily gone for a more Spacechem approach, of letting them do it however they want with only a few setbacks that can be approached differently.
I've had a few runs already end due to a literally impossible level. No offense, devs, but that's a complete fail in the roguelike rulebook. every situation has to be possible, or at least avoidable.
The last game was rather good, but this one picks up on the previous one's two flaws. Some bugs in the platforming engine have been fixed, and the level design is MUCH BETTER. solid 5/5
Yes. Yes I did.