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(1 edit) (+1)

Pretty fun, though the difficulty curve feels like it’s all over the place and the concept is basically just the kind of thing you’d expect with a countdown-based jam.

You have a limited amount of time to get to the goal, although you can boost your timer by collecting things. I am giving slightly extra points for the red zones that make your timer go down faster, that’s a neat idea for routes that are way harder but faster to do.

Could make a good speedrunner game, although the controls are a little slippery and if you squint wrong at the red blocks you’ll die. Seriously, if you just jump slightly next to one you’ll die.

Levels 4, 9, 11 and 12 (didn’t beat the last two yet) are very hard, and the rest are easier but still a little challenging with the later ones.

Visually the game is not too interesting, it’s a squishy cube that moves around an abstract environment with a lighting engine-

(1 edit)

I tried my best rearranging the levels according to difficulty, idk if its all right tho. I joined the jam late, so i didnt have much time to add more features. As for the red blocks, well its a precision platformer (i even made the redbox hitbox forgiving but its still hard)

(+1)

I think that’s fair… to be honest my main issue with the red blocks was that if you wall jump, but don’t immediately move away from the wall despite not moving into it, you’ll die if the wall becomes the red blocks.

Though that one could be fixed by just making the red blocks appear ever so slightly larger than the blue ones, maybe.

(2 edits)

That one was intended, except in some parts where its visibly slightly away from the cliff (Edit: how tf was 4 harder than the later levels??? i think you might be missing a route, most of the levels have multiple routes in them)

Edit 2: What would you comment on the audio of this game?

(+1)

Uh, the music was neat, although the rest of the audio was uh- …well I instantly recognised the Geometry Dash death sound-

lol