Hi there! I appreciate the candid feedback :)
As for the state of the project, I found out about this jam from a friend fairly last minute, so I struggled in trying to implement everything I was hoping by the 'end' of the jam, particularly because I am a solo developer 😅I'm currently working on trying to get the onboarding section of the game relatively finished, since the state it is in is not really very helpful to new players.
There's also some sort of red slowdown mechanic that seems really cool, but I never figured out what it's purpose is.
The next build should have some better onboarding for this mechanic. It's definitely one of the less obvious but also very important systems, so I do want to make sure players have a pretty good sense of how it works early on.
Anyways, onto to the game itself. A platformer with clones chasing you is an exciting concept, but the controls are what matter in a game like this. It sounds weird, but it felt like I was controlling a bag of pudding. There's a delay to jumping, the movement is somewhat arduous, and when I stop moving the character slides for a little bit. It doesn't feel good right now. I could kind of double jump by launching against a wall, but even that felt kind of hit or miss.
If you would be open to it, I'd love to either do a screenshare or get some footage with you talking over the footage describing what parts of the player controller feel worst or behave unexpectedly. For right now there are a handful of aspects about the player controller that I hope to address soon, but it's good to get a wider variety of feedback since there are aspects that might seem fine to me but frustrating to others. At the very least I'd love to hear what are some platformers that have controls that you jive with, and ones that you don't (apart from Shattered Echoes I mean lol)?
Thanks again for the feedback. If you're interested I can reach out to you a build or two down the line to get a gauge on some of these issues being addressed.