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Congratulations!!! You are the first person to beat it outside practice mode! Besides myself during development. I honestly thought no one would put in the time required to beat it, as you do need some mastery over the physics, but I knew it would appeal to at least a certain audience.  I am very happy someone beat it.

As someone who enjoys the current design of the game I'm curious about your opinion on something: if I were to develop this game further, which of the following two options would appeal to you more?

1. This exact game but more polished and a bigger level with a gentle difficulty curve, or

2. A game that has various levels of increasing difficulty each with their own leaderboard and maybe a level editor too?

Thank you for playing :D

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Out of the two options I would prefer the first choice, most people got stuck on the first part and stop playing so a gentler difficulty curve would definitely help get more people hooked on the game. 

At most maybe the game might benefit from a tutorial level but i think that what makes Foddian game like this fun is how punishing it can be.  I don't think there should be various levels with different difficulties rather one main level and one main leader board. It would be interesting if there is different stages at different heights that follow a unique theme and maybe some disco voice lines that play the first time you reach or fall from certain spots, maybe something like "you might fall but, disco never dies".

The practice mode really helped me beat the game and I think it would have taken me much longer to complete the game without it. I also really enjoyed the "spin to win" section as well as some of the ice mechanics.

Overall I this is my favorite game this game jam, 10/10!

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Those two options felt like the most natural progression of the current state of development. The first being continuing down the Foddian path and making it similar to other games of the genre. There are Foddian games that have a few different levels or expansions, Jump King is the first that comes to my mind, but they are all "Foddian" levels. Continuing down this path is the obvious choice. What I wanted to consider was making it a more speed-focused game than difficulty. It would appeal to players of racing/platformer games, styled similarly to TrackMania. The Foddian level(s) would be last. However, in doing so I think I would lose the Foddian audience so it would be a complete demographic shift.

But yes, Foddian games are supposed to be difficult and challenging. Ideally they are structured like Portal, where the game is slowly teaching you one mechanic at a time as it then asks the player to assemble them together to beat the next section. Practice mode also solves the problem I have with Foddian games of "oh come on, now I have to climb that far up just for one more attempt?". Some may say that's part of the challenge but it's a part I don't like.

I also enjoy those sections, as well as the "anti-gravity" section. What I'm less proud of is the several times you need to wait: whether it be to gain enough height on the rubbery surface or waiting for a moving platform: that's where better level design (and hindsight) comes in. Once again, thank you for the feedback. I already wanted to continue development on this but having someone beat it has been great motivation.