yeah pretty good..Our character was cute and i liked his movement..Level design was very good....clocks were at perfect places.. I liked the cute mushroom vendor guy.. .one thing i would i guess it was because of time constraints..game can feel bit weird at time.. SEE there is essentially no repercussion for spending the time on store..cuz i used all of my time..but u eventually respawn with 15 seconds which is enough time to get more... Also after getting the double jump it felt like i was floating through the game.. since enemy doesnt have any like effect or shake.. they dont feel impactful.. Still I enjoyed the game..it was still pretty fun...Great work!!
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I didnt mean it like that..store worked perfectly for me in the web build..i played it again and it still works normal..dont worry about that..i was saying that there are no drawbacks for overspending your time..for example even if i had only 3 seconds at start of next level i know i will eventually die and respawn and get more.. there shouldve been some drawback.... Interesting idea listen.. shop couldve been like half way in level.. if player reaches shop with 38 second and he wanna buy double jump for 30 seconds... he must make sure he reaches a clock buff within remaining 8 seconds.. other wise you will die and go back to start...something like that...
oh, i think i get what you meant now. I was talking about how the shop takes more time from you than it shouldve (the first price should be 15 but it seems t take 30). Last time i tested before submitting it worked right but after submitting i tried it and it didn't work like i intended. I tried to place the clocks closer to spawn in the further levels, and i thought that when getting to the shop you should think how much time you should have left before going to the next level so you wont die, I tried to make the levels still playable without getting the power-ups, so spending your time is not required.