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A pretty fun platformer.  I'm not a huge fan of having zero air control, but I realize that's a personal preference.  It did make the game feel pretty rigid though, and climbing up one-block cliffs was a bit annoying since you stop if you so much as brush your toe against the side of the block. I did encounter a few weird things with movement- most noticeably that hitting your head cancelled all your horizontal momentum, but the game controlled well enough that these are more just minor gripes with the physics. 

My only other gripe was with the post level menu, and I think I said the same thing about it in Negative Reinforcement- It's a bit unintuitive, and I often found myself restarting a difficult level by mistake instead of moving on, since I had been conditioned to press up when seeing that menu.  To be honest, in both games, I have never wanted to restart and play the level again, especially as there's no flag to let me move on without beating the level again. 

Despite it all, I still enjoyed my time with this game- the art is fantastic as always, the music is good, and the premise is fun.  A well rounded jam entry for sure!

Appreciate the feedback!

Absolutely agree that the post-level menu probably needs a rethink at this point - I've been using versions of the same menu since Queen of (Mine)Carts, where it made a bit more sense since the game had separate clear and full-clear states that made replaying a stage something you'd actually do. Not really so relevant here though (well, aside from when a poor developer is repeatedly replaying a stage to check for issues...) - I'll have a think about it and adjust before putting out any final version.

The hitting your head thing... was actually entirely deliberate (as in, I had to write in an explicit exception in the code to force that to happen) - it's pretty standard behaviour in the particular genre of ZX Spectrum platformer I'm mimicking here, as entirely an acquired taste as that is. That said, I'm open to revisiting that later assuming I don't end up designing any stages that rely on that specifically being part of the control behaviour - it caused me plenty of headaches as well to be honest, as I had to keep readjusting stage layouts to accommodate needing the extra headroom.