this game has a lot of potential that i think with some more polish could be something great! i like the theming and the art direction. the nitpicks i have are that the movement occasionally feels a little clunky even when running at full speed, and i got stuck in some rooms due to either lack of direction or tight platforming that i just didn't really understand (particularly in the 3rd room, i couldn't make the jump from the top left to the top right so i just went for a walljump underneath). another thing is that the moving background contrasted with the bright colors in the foreground and hurt my eyes at first, but i eventually adjusted to it. that being said, speedrun games are super fun and i like the level layout, i would just say polishing the movement is the most important thing. learning the best routes was fun and felt rewarding!
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Thank you! I haven't ever really messed with coding physics before (I've only really made RPGs and have used RigidBodies for the misc. projects that require physics). I know that they can feel a little strange at times but it felt consistent enough for what I could manage. I was a little unsure on the art direction, since I wanted a dithered kind of pre-rendered genesis look but wasn't familiar with dithering, and a lot of scenes use vector art which mildly clashed (fonts and the stars) so it's good to see that it was received well. The 3rd room was heavily inspired by the penultimate room in John Gutter from Pizza Tower, and after breaking the boxes, you can kind of recreate this one speedrun trick where you go diagonally between the platforms. As for the background, I remember in an earlier version where the player was faster and the game was lagging more from recording, a viewer said that it looked bad, but after slowing things down and actually making levels, I thought it looked alright and didn't hear any complaints. I am very pleased to hear that you enjoyed it!