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I can definitely see that this game is rough around the edges, but with it being your guys first jam AND first game project as a whole, I gotta say, I'm really impressed with it. You took on a decent challenge for beginners and managed to make something with the time you were given. It ain't easy making a game, but you always gotta start somewhere, and I think this is a good starting point for you guys. You got the theme in there pretty well, I think the few side effects you managed are pretty fun to play with. I think I would've liked to hold the power-ups and activate them myself rather than on contact, but that sort of thing could be a bit more complex then where you're at right now.

Level design could use some work as sometimes there were platforms just for the sake of having platforms. Something I'd want to pass on is the idea of being more intentional about your placement of platforms/enemies/objects or any other level asset, really. Like, think about why you're putting them there and what you're trying to challenge the player to do at an area or what sort of vibe/environmental story you might want to tell with the assets you have. This is something that will more come with time, but it is worth trying to think about now to get used to the idea of thinking about why you're building the level the way it is.

But to wrap this up, great work on releasing something to the public! It can be daunting but I'm glad to see you guys saw it through. Keep it up and I wish you guys the best in your game development journey!

Thanks for the encouraging and detailed feedback!

We really appreciate the time you took to play our game and share your thoughts, since this was our first game project and our first game jam, we learned a lot throughout the development process.

The comments about level design and platform placement were really helpful!

That's something we're already revisiting, eventually we'd also like to add hidden areas and optional stuff for players to find, but we're still figuring out the right way to do that. 

Regarding the power-ups, our original idea was actually to create an inventory system where players could carry items and assign a limited number of them to a quick-use bar, somewhat similar to how item management works in some Monster Hunter games. However, since it was a fairly complex system for our current skill level, we decided to postpone it and focus on finishing a playable game within the jam's time constraints.

Thanks again for taking the time to write all this, it really means a lot and keeps us motivated to keep going.