Okay, so I'm someone who isn't good at 2d platformers... and wow that was an experience...
I think I got into level 6, and just at that rate after losing a couple more times, I knew that the only reason why I kept playing (lack of rng) pretty quickly became false...
I know I shouldn't have pushed myself, even with the initial dopamine of beating a level or the severe pains of losing again and again, I knew if I were to make a comment, I would at least play for 30-50 mins (I completely lost track of time), even if most of it was dying.
Stuff I wanted to point out
1. The rng aspect should be really kept to a minimum, especially with the timer. Even with the painful level 3, which was so awful of a difficulty spike, I knew it was something I can improve on and get better with. With levels 5 and 6... you have to get lucky (which is awful and what really killed me from continuing)
2. It's generally harder to practice and learn the new mechanics. I know games can assume certain platforming knowledge, but I feel like there is more potential in getting new players into platforming, if it allows for the player to really experience the reward/effort. I never really had the time and place to relearn a new section, and from my own keyboard/piano lessons, the worst way to learn is to redo the entire piece just because you failed at a different section. It generally wastes the time of the player and makes it much more annoying to go through.
(A suggestion, its up to you if its good or not lol) This is easier said than done though, since I feel like adding a checkpoint system wouldn't be great for what the game is going for..., maybe just a new first level w/ check points being larger and simpler with many skippable/easy to dodge regions, but w/o time constraint. But in theory a place you can learn pretty much most of the entire level if you know how to. Like the jumping on top pink orbs, wall jump into orbs... Something the player has to setup or look at the level design as an opportunity while they could still practice before taking it on? Its an idea I had when looking at difficult games... Of course, there are many other ways like a practice level every stage that can be accessed through a pause menu, or whatever creative stuff people thought on.
3. I feel like there should be a banana in every "procastinated" world so to speak to encourage those who are more capable to undergo through harder variants, while reducing the main difficulty of the main levels. Optional challenge spikes are probably the best way to ensure replayability. These can have less time than the regular variant as it does depict the feeling of, if you know you procastinated youre really REALLY out of time.
Levels
- Pretty much its just level 3's procatsinated world being awful with the pink orb jump having to be insanely precise, since you have to jump at the most highest possible to clear it. Which for a level 3... not great...
- I already commented on the rng aspects, with level 5, and 6, and somehow level 2 as the skip I wanted to perform was a bit rng... (its fine though).
Others
- The movement feels like I could get a bit more control? It may make the game easier w/o level changes, but I feel like its more rewarding like jump height, wall jump distance would improve the feeling a ton.
What I liked
I did like the general atmosphere, presentation, sprites , thematics, and overall the levels look "nice" for a lack of a better term. The immediate quick to restart made this was more palatable, and I generally just liked it.
The pixel and engine choice was something I liked as I went through, the timer was adequate, not too disturbing but its there
Overall, while I think I could've enjoyed this way more, I think its still a nice game. Thank you for submitting in the game jam!