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I appreciate you explaining a bit more on the unpolished parts. I can agree that maybe there is no indication that the game is about to speed up or get harder. I could do better with pacing, and maybe take another look at the transition of music, or maybe the music could be more similar so it doesn’t feel so jarring. I think you are right about the jump button, with coyote time, it would be a much-needed addition and feels great when it’s there. I did try to include a variable jump (not the best, I admit), but coyote time is something I should have looked at adding.

Initially, there was no cooldown on the dashes, and I wanted a little bit of balance. I also wanted it to be fun, which is why I gave so many. I could see that maybe it’s a bit forgiving. You are not alone in the obstacle and knowing which ones will hurt you—I really struggled here to find a balance between art and functionality. In the end, anything with a bright outline is dangerous.

As a developer, it’s hard to balance for all different skill levels and develop a game in such a short amount of time. While I playtested the game a bunch of times and changed so many things over the course of development, I did fall into the trap of optimizing my own playthroughs. I had a few playtesters check it out, but nothing stood out as concerning for me to change.

I do appreciate you taking the time to come back and have another go, and give me some good points to focus on. Thank you, and have a great day!

Yeah, I feel you. Its really hard to  playtest and then implement new features in a jam since you're just focusing on actually completing the game. Anyways, the consistency and quality of your games is astonishing. You're like a chinese gamedev sweatshop or smth lmao