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Nice little platformer with a lot of content for such a short dev time.

I would remove the floating platforms as they add nothing to the gameplay other than to make annoying head jumps. You can not use 90% off them anyway as they are too high.

Made it to the 2nd world but the enemy are invisible? How is this fair? 

I gave up on that world as I am not shooting every inch of the level to maybe kill the enemy.

Other than the world 2 issue and floating platforms i did like it.

The boss was a cool surprise but a little easy imo.

How you made this in 2h 43m is just crazy. (And no AI?)

Would love to see this worked on after the Jam 💚

Thanks a lot for the feedback.  

The high floating platforms are accessible with just one character, and they give us additional dimensional shards at the end of the level.  

In Obscura (the second world), the enemies are intentionally invisible, it's their ability. For example, in Alstrum (the last world) the enemies can pass through everything, but if you get a little close to the enemies in Obscura, you can see them.  

The boss is easy if you used the Konami code, but if you used the save I provided, then it's the normal level. I also recommend trying it with the save.  

To save a ton of time, I did procedural generation and set enemy damage as a percentage to make it fairer and avoid any imbalance.  (levelgen.js)

And yes, it was made without AI.