This was a nice concept. The game was playable, but it was tough to complete. I felt that the scene being zoomed in rather close made it difficult to gauge the correct path on some parts without relying on memory and the grid lines. The most difficult part, which ultimately led to my surrendering to the game, is trying to gauge the jump distance on the circle. If you are moving too fast anywhere and jump, you can jump too far and land in the acid. This made for a frustrating experience when you were forced to restart the level on something that you could not see coming. I can see that a lot of hard work went into it and I do appreciate the grind!
Viewing post in MolecularMayhem jam comments
To be honest I had thought of zooming the camera back further to allow for greater visibility within the level, and will definitely be moving it back 200-300 cm. It's currently using a spring arm length of 400 cm which I thought would be more than enough initially, however the levels weren't ready until the end of the jam and I wasn't aware just how big the tiles would be within it. As for the platforming part, do you feel the physics are too challenging and needs to be reworked? Or is it that the design of the levels is a bit too challenging and needs larger landing zones and less punishment for missing a jump?