HELL YEAHHH!! Thanks for the long thoughtful review. We really really appreciate it, and we’re definitely saving this for when we go back to polish and refine the game.
For sure, I also agree that we didn’t have the most time to test out different indicators or UI elements since we got caught up fixing bugs, tweaking movement, improving the rope physics, and refining level design. So it means a lot that you’re playtesting and giving us such helpful feedback since it really helps us figure out what to focus on next. A better tutorial and more intuitive UI/scoring system/investigating the screen tearing will definitely be on the list!
So funny you mentioned the branches and the lack of colliders on them because one of the other devs and I were going back and forth about why it should have colliders and why it shouldn't (I was on the side for no colliders...). He's going to laugh when he sees your comment because you've officially proven his point... I'll admit, perhaps colliders would've made more sense.
Great idea with having the boundaries be bouncy, we'll take this into account for sure! I don't want to make you feel pressured to reply again, so only if you have the time, I did have a couple questions: for the ladybugs, do you think the game would feel more balanced with branch colliders but without hazardous bugs? Also what do you think about bouncy branches as well instead of hard colliders? I'm curious about how that might shift the experience, definitely something to playtest.
Also great point on the yellow bugs! This also brings me to a follow-up question, if they gave extra points for swinging on them, do you think you'd be more inclined to use them strategically rather than rely on the jetpack the entire time?
Again, thanks for the amazing feedback. It means a lot!