To make an enjoyable player controller that flows throughout the levels and give interesting player choice during conversations.
SoLA was a deep exercise in 2D game design. I focused on creating a player experience that was fun moment to moment. I didn't wish the player to feel frustrated by missing a really close jump or feeling like they weren't hit. So I went out to create little "cheats" like bumping the player up if they barely missed a jump, adding input buffers to most things, and making the hitbox smaller.
I believe by making the game more generous it creates a better player experience, allows them to stay in a flow state and focus on the important parts: progressing, grappling with the narrative and just enjoying the act of playing.
The first cutscene players w ill encounter is with Lilith, another member of the Verum space crew, where you are reunited. There are many ways this cutscene can end and each will ripple out to affect how Lilith reacts once you aren't separated by glass.
SoLA began as a Gamemaker game called JumpSwitch. The process of porting the game from GM2 to Unity came with important fundamental changes for the better. At first when I ported the game I desired it to feel exactly the same. I setup an environment where I could control both programs at the same time and gave them both the same inputs. I played through one version and expected to be in the exact same spot in the port. But once allowing others to playtest I came across big problems.