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And it makes sense that they'd use the artwork and basic mechanics of the game they've already produced - but the clearly spent time making each area interesting and challenging.
I agree that I hope No Place Like Home has more updates - whether they fully released it or not, it's not complete. They still have a lot that they should do with it.
I also don't consider using the same assets and similar mechanics an issue. That's how Majora's Mask came to be: They were given the green light to make another game, but only if it could be done in a ridiculously short amount of time; I assume due to budget.
Both games DEFINITELY need tightening up in various areas: hitboxes and collision are the first things that come to mind. I have to wonder if there's something at the base level of coding that's an issue. I know very, VERY little of coding, but I know that a shoddy foundation can be such an issue that it's better to just scrap it and start over. And starting over, especially late in development, takes TONS of resources.
Pure speculation, but I wonder if that's the deal with Fresh Start supposedly being in the works before NPLH was done? Release as-is or start over? Both options suck in that scenario, and doing 'both' was the probably the best option. However, if that was the case, transparency and honesty on that matter would help a lot. Even if they're afraid of losing some backing or being embarrassed by admitting to poor choices, it would be a display of integrity that could re-instill some faith, or earn some forgiveness.
I don't keep up with their news/social medias; I'm spit-balling in the dark, here. I have no idea if they've already said something on the matter. I'm just assuming that whatever they've communicated, it wasn't enough due to the comments posted here.
Personally, I feel I got my money's worth on both games and I'm eager for more. HOWEVER, as-is, NPLH is only a $15 game, and I can see why people are upset/disappointed. They NEED to slow down and give whatever game they do next a sturdier foundation, more playtesting, more planning and polish in the coding/meshing/whatever-it-is department.