Spikes could defiantly do with a smaller hit box on the point found myself felt like I was clearing them but barely scrapping them but I did read a comment where you said the player's hit box was smaller it could just be a slight bounce since I did notice the player was bouncing or if the squash and stretch was also stretching the hit box too and not just the sprite.
Just as I was thinking this game could do for some more mechanics the turbine was introduced although it could've been a little more powerful in some areas. I was thinking it would also be interesting if the player could be able to rotate maybe just once while in air.
Very well put together though the only big issue I saw was the lag spike whenever the turbines loaded if you are using a gpuparticles2d switching to a cpuparticles2d would help on the web to prevent that.
Viewing post in Rotating Frame jam comments
Thanks for playing!
Since we're still in the 24 hour window where updates are allowed, I just went back and put in a patch that slightly shrunk the hitboxes of the spikes. Hopefully that makes things feel a bit more fair.
As for the turbines, the reason why they aren't that powerful was because I tried to design the levels such that you could usually see where you were going. Since you can't rotate in mid-air, I figured it would be frustrating if you committed to a rotation only to fall into a spike pit, so I wanted to keep the maps small.
As for the design decision to not allow rotation in mid-air, that came from the decision to make it so that losing all velocity was a prerequisite to rotation. I had initially planned to allow the player to keep velocity while rotating, but I couldn't figure out how to design levels around it, among other technical issues that I wasn't able to figure out in time. Of course, I could have allowed rotation in the air while still keeping the freeze system, but that would have simply made the rotation mechanic into flying with extra steps. In the end, I went with a "you can only rotate on the ground" system because I felt like it was scoped well enough for this jam.
As for the GPUParticle2D thing...yeah. I'm pretty proud of how I made use of the features available with GPU particles that I previously didn't have with CPUParticles, but in hindsight, I really should have thought of the performance tradeoff I would be making on the web build...