Well, I've just beaten Thomas Was Alone. (#indiegames).

Yes, I know I'm behind the times. Got to the level with moving exits a few months ago, instantly quit, never touched again until tonight.

One #gamedesign thought: there are several opportunities for the level design to parallel the narrative, but it just... doesn't. Ex: Near the end where Jo notes that Grey is ignoring her and Sam... but you can't beat that level without Grey, Jo, and Sam all working together for at least the start of it.

I don't know what to think about it.

On the one hand, it's hard to imagine that the dev(s?) missed the opportunities. There were misses beyond that, but occasionally they do mesh, and I can't tell how much was on purpose (not counting the times when the narrative directly references character abilities or level geometry).

On the other... what does the game gain from that?

This has been my tootchain about a six-year-old extremely-indie puzzle platformer.