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I really liked the ambiance (sounds and visuals).

Then I tried to play with a BÉPO keyboard. The keybinding does not depend on the physical position so I took nearly five minutes finding how to go right (it was not even my [S] key). It was the equivalent of [O] in a QWERTY keyboard (I telling you so you can understand how were my hands for the rest of the review). Doing so, I saw that there was lots of keys that made the game go strange, I think there were debugging keys.

The settings for the music did not work, the music was still at the same level. I could change on the computer but having the settings, I think it is a bug.

When I got it working, I could enjoy it. Having platform movement making a boost is really a nice thing. However, it can be punishing, for instance at the start, I can jump between the platforms without any way to fix my mistake:

So maybe a change of the level to reward player instead of punishing them would be really satisfying (but quit complicated to do during a jam).

Then later, I could not advance, the two platforms disappear:

I think I should have gone faster before but don’t really know where/when so quite frustrating.

Overall, I enjoyed the game and ambiance, so thanks for it!

Thanks a lot for taking the time to play the game and write such detailed feedback! I'm really glad you liked the ambiance, visuals, and the moving platform boost.

About the keyboard, I'm sorry about that. I had honestly never heard of the BÉPO layout before, so I only tested with the standard keyboard layout I use in Unreal. I'll definitely keep that in mind for future projects.

The debug keys are actually leftover debug features from the ALS movement system. I think you probably found them because you were trying different keys while figuring out the controls with your keyboard layout . I completely forgot to disable them for the jam build.

You're also right about the music at the second and third level . I added it at the very end and forgot to hook the music into the audio mixer, so that's why it doesn't actually affect the music.

About the moving platform boost, that part was intentional. I wanted players who discover and use the momentum to be rewarded, but I also tried to make sure players who don't use it still have enough time to finish. When I tested the levels, I timed each section so if you reached a platform with around 1–2 seconds left on its countdown, you should still be able to finish the rest of the level.

I think where I underestimated things is that I've played the game so much that I naturally know all the little movement tricks and the best route. For a new player, it's probably much harder to tell whether they're doing well or already behind. Better feedback would definitely help there.

For the third level especially, I intentionally made it much tighter. It's meant to be the hardest part, so losing even one second can be enough to fail.

Thanks again for the awesome feedback! Comments like this are really helpful, and I'll definitely keep them in mind if I update the game after the jam.