Overall: Lovely visuals and fun physics.
What Worked Well:
- Visuals: Great color palette right off the bat. The jiggly arrow is cool, the white trail behind the character is a nice touch, and the springy platforms where you can see the springs inside are neat.
- Physics and Feel: The squishiness of the character and the way it smooshes against the white thing at the start of the level is really cool. That kind of physicality is hard to pull off, so leaning into what Unity can do there is a unique move.
- Ball Bearing Orbs: The green balls that orbit the player when you stop moving are a really cool detail.
- Enemy Design: The spear enemy fire blast looks cool. Destroying enemies by touching them with your gel body is an interesting mechanic.
- Purple Gravity Platforms: Neat idea.
- Complete Experience: You made a start to end experience. That's worth a lot. I followed the arrows and made it to the end.
Areas for Improvement:
- Falling Off the Left Edge Immediately: You can walk left and fall off the screen and die right at the start. Put a wall there so the player's first few seconds aren't a softlock.
- Orb Frame Rate: The green ball bearing orbs hitch and glitch badly when you are moving. When you are still they look great, but the movement state needs work.
- PNG Artifact on Mushroom: The orange mushroom bouncy platform has white edges on it that look like a PNG that wasn't properly cut out.
- HP Bar Rendering: The spear enemy HP bar was rendering backwards.
- No Challenge: Enemies don't seem to hurt you when you touch them, and you can just keep jumping forever, which means you can ignore all platforms and enemies entirely. The game needs some actual resistance.
- Gravity Platform Side: The side gravity platform kept spitting me back down instead of letting me go up.