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(1 edit)

Thanks for all the feedback! I really appreciate it. To be completely honest, I was aware of some of the problems you mentioned, but I really wanted to submit something this year and I was running out of time.  The weird physics and controls are just me being inexperienced. I haven't really made a platformer before so I was figuring things out on the go. The levels themselves were also rushed, as I made all  four on the last day. 

I also underestimated how unreadable and difficult the second and third levels were. They require doing things fast and sometimes in a specific order. They felt perfectly beatable to me, but it was because I knew exactly what to do. It sounds stupid now, but during the jam I failed to consider that other people wouldn't just understand everything imidiately, especially without a tutorial. This only highlights how important it is to involve other people in playtesting. 

As for the boxes, I had some problems with them moving too fast and not falling where they should. As a fix I made some of them heavier than others. It was a very inelegant solution, but a a better hadn't occured to be at the time. The box in the third level blocking the acces to the purple button is something I didn't even realize could happen. They did get glitchy sometimes, but usually just flew ot of the screen (an issue, but not a gamebreaking one, I was in a rush so I let it be).

Overall, this isn't the best submission but I'm glad I participated at all. I'll keep improving and will hopefully make something more polished next year.

(+1)

Absolutely! Of course it's better to finish the game any way you best see fit and submit it even if it might have some issues. And the issues here weren't really even that game breaking (except for that box completely blocking the switch). Hell, my game had a bit of a too deep recursion in late game (something like millions of iterations) and excessive memory usage on it resulting in out of memory issues on web build where memory is kinda limited. The main thing about game jams in my opinion at least is the learning experience. Every time you get better at making design decisions, learn to implement new stuff or even some same stuff as before again but better.