This is really good, if a bit frustrating at times. (Got the infinite jump ability, which appears to be the end?) The second chase took me a finger-cramping amount of times to beat, and every time I finally get past the bit I'm struggling on, there's just another, even more difficult section. (I eventually beat it when I figured out that I should be doing the second jump basically as soon as is possible on jumps that are just out of reach for a single jump. That significantly sped up my traversal.) The blind jump at the end of that chase seemed a little harsh, but it is very epic when you do it the second time and get across, so it's probably fine.
Some specifics:
- Graphics are simple but clean and really good. The background works surprisingly well. Music is equally good and fitting.
- I really liked the chase sequences instead of boss fights; it feels very true to the rabbit protagonist (and reminds me of the first Ori's sequences). They were also well crafted, though the difficulty spike between the first and second was a bit wild. Still, very cool.
- On the chase sequences, I wonder if a quicker way to restart would have been good? Having the cat go past you and wait can sometimes lead to you being forced to go through the motions of executing a complex jumping maneuver right into its mouth. Which felt pretty bad. Like if it got in front of you, maybe there's an auto kill? Or a way to restart otherwise?
- I was a bit on the fence about the blind jumps between screens; it's very disorienting at first, but it does open up all kinds of interesting scenarios, so I ended up liking them. (Though the jumps up where you land on a platform just below the screen switch, but make it just over the threshold to switch for a moment, was visually a little jarring; par for the course for tile-based maps like this, but perhaps some edits in level design could have mitigated this?)
- The long jump power was cool! I liked that it was pretty versatile, in that it could be released while falling.
- I lamented the lack of variable jump height here, especially given the precision you require during chase sequences to keep to time. This could probably have been mitigated with changes in the level design. E.g. the jumps where single jump is not enough, but a double jump is way too much, were pretty frustrating. Not because it was harder, but because it feels like the rabbit is wasting time for no reason when a cat is chomping down right behind him. If those (specifically in the chase sequences) were all either straight single or double jumps, I doubt I'd have felt the lack of the variable jump height.
Overall, loved it. Wonderful job!