Greetings to all!
So while browsing games to rate have you ever noticed the zero option?

A present icon? It’s as if even the person who added it to the menu wasn’t paying much attention. But anyway, it’s for games that have received “zero” or very few ratings. Of course this doesn’t necessarily mean that it’s full of just bad games, some people can get unlucky or forget to rate people on the first day and get buried as a consequence.
So I planned to start this as a blog series during LD 43. Unfortunately I recall having a lot work pile up, and wasn't really able to continue it. So I figured, hey, why not continue this for later jams? So here we are once again, to take a look at another hidden geme (get it? gem + game). This one's called Pheonix Egg.
Phoenix Egg

Not the Phoenix Egg, not some Phoenix's Egg, just Phoenix Egg. The game is available to play here: https://ldjam.com/events/ludum-dare/46/phoenix-egg
Being a compo-entry, it's a solo submission. Most of zanyg's previous submissions are also of a similar style: small pixel characters in a big world, it's almost like a metaphor.
In Phoenix Egg, you control a character simply known as "the alchemist", a shady guy who isn't afraid of knocking people out cold just to grab a few regeants for his latest concoction. He controls with WASD, has an affinity for wall-jumping (essential skill in the profession) and has the rare talent of being able to juggle objects with his sword.
(Does this look like the face of mercy to you?)
The objective is simple, grab the egg and exit out the door. Or so you would think. This game is not easy, in the slightest. To be frank this is a combination of both deliberate choices, as well as shortcomings in design. But I think it makes for a very unique experience, you probably could only see in a compo/jam environment.
The Phoenix Egg emits a heat, so direct contact is out of the question. The alchemist needs to use his sword to juggle the egg around. The egg is also fragile, but quite resilient for the average egg, being able to take up to 4 hits (on the floor, per level) before breaking. Not to mention the guards, who also juggle their own eggs (to throw you off?) and have more powerful swords. As for reaching the door, the alchemist and the egg need to reach the exit, the level (there are about 5) won't end until both of them are at the door. This is what I consider to be the "intentional" difficulty.
Moving on to the "bug or feature?" category, let's talk about scale. The alchemist is really tiny, and so is everyone else. The alchemist is really fast and bouncy and so is everyone else. You'll have to knock-out neutral NPC's with your sword to even see yourself. You can't do this for the guards though I'm afraid! Guards can only be knocked back, they ~~die~~ despawn when their decoy eggs crack. It would have been nice if there were particles or maybe something like an arrow over the player, because it can get really hard to track the alchemist at times. There's an effect when the player dies (upon the egg cracking), but it's so small you barely notice it. It doesn't even make a sound. At this point you might be thinking that you have to start all over, but in fact there is a button to restart the level. The Help button, and this isn't stated in-game.

All this being said, it's not impossible. I myself was able to get to level 3. While there's only one track, upto where I played anyway, it's pretty catchy. The levels are small but nicely designed, often leading to a lot of chaos as you wrestle guards through tight corners. As I alluded to above, wall jumping isn't some gimmicky trick, it is vital to kiting enemies or maneuvering to catch up to the egg in certain levels. It's outright impressive how much this game is able to accomplish, with so little.
So I’d recommend checking out "Phoenix Egg" to all of you who’ve noticed this post and giving it a rating. Thank you for your attention and have a great day (^_^)