Gameplay

I'm not sure if there were any button prompts past A and D, which allowed me to intuit and discover the interplay with jumping and dashing. The cursor is a strong signifier that ramped into the levels necessitating more discerning movement; a number of times I had slipped onto my second monitor when dashing and failing as a result. The final levels had a substantial difficulty as well as a welcome degree of variance in the path. I took some time on the title screen to hear the music and wonder about whether Lupu is supposed to be leaning away from the sheer edge or floating mid-air.

Game

The game is small and fast befitting a Nerve game experience, but there's some withdrawal of thrill within the abundance of checkpoints. If the checkpoints are removed, the spaces allotted for them also go, and more sequences may emphasize the amount of mid-air control provided around the jump gates in order to craft a broader palette of difficulty for them. The long jump sequence before the laser chase was a high mark, but I wanted more evocation of anger with the level so as to achieve a cathartic thrill upon success.

Gaming

I was going to say I have Silksong at home, but I've still not touched a bit of it to know if that tracks beyond the visual identity, and anyway it turned out to be Celeste at home. The character of design relative to that feels closer to Sonic in the way that your momentum can quickly run out of control without proper skill.