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(+1)

The story and the art style fit together very well. Also all the mechanics in the game are polished/ well executed. 

Still: there are a lot of frustrating false positives, like backgrounds which look like platforms you can jump on and pits which look like ways but deal damage to you (without any indication of dealing damage, like an audio signal or screen shake).  Also there are some false positives like wall you can punch, which  do not make any difference in comparison to all other wall. At some points I was close to quitting the game, because I thought I got stuck. 

Pro tip: add something like coyote time and buffered inputs for the jumping. 

At one point I fell onto enemies in one of those sections where you have to jump into the "right" hole. There I landed onto enemies which folllowed me, that I did not defeat before, so I ended up standing on enemies without being able to do anything. 

Other than that: awesome, atmosphereic game!


(+1)

Hey there, thanks for the feedback! I'll take these notes with me as I continue to polish and add to the game after the rating period is over. 

I did just want to clarify something; when you say "false positives", could you elaborate on what you mean by that?

And thank you for taking the time to play my game :)

(+1)

By false positives I mean the following thing: assume the player solves a binary classification task while he is playing deciding which platforms can be jumped on and what belongs to the background (this should happen subconsciously). There you have true positives: platforms which look like platform, which you can also jump on. Then you have true negatives: the background looks like background and indeed: there is not collision. And then there are false positives (the fourth category would be false negatives) you an element in you background, which looks like something you can jump on. And this is very confusing to witness. 

But: stuff like that can also occur in other games: for example imagine you have a whole lot of drawers and shelfs in a game, but only 1% of them is filled, this would also be annoying for the player if he would permanently open stuff, with the hope of finding something, without the satisfaction of actually doing so.