Gameplay

I was getting worried I wouldn't be able to complete this one after I encountered my first void box, wherein most or all of the graphics were completely absent, leaving me to guess about the terrain. Luckily a restart allowed me to reach far enough to learn about throwing, for which Chad was also invisible. The combination of these two bugs created an unexpectedly delightful opacity to what would otherwise be very easy. Bruno the dragon, as well as the main character to a lesser extent, has a tasteful incorporation of visual design for the robotic kinematics somewhat inherent to Spine animations.

Game

The game is more or less split between its two mazer levels for Mind and Nerve motivation. In the first, the aforementioned difficulties in navigating the terrain provide a pace of acclimation for the movement speed, although I'd still say that Ezra accelerates just a touch too slowly. In the second, "crittervania" is all gone to make room for the big boss lizard, who offers quite a captivating chase.

Gaming

Games that take "mazer" mechanics to a truly intricate level, i.e. "metroidvanias," are an interesting challenge for making as small as possible, which in this case boiled down to an accidental opacity, but could be channeled into an intention for maximal density and difficulty similarly to Rain World or the most difficult puzzles of Animal Well and Fez. Since the core aspect centers around chucking animals, the next logical step in design is twirling Bruno around like it's Mario 64.