Great demo! The game is very pretty and feels good to play. I like the concept of a rage game with no rage (with the player-controlled checkpoints). Some info and tips for the devs that could be of help:
- Took me 10' to finish the prototype, but I might just be the god gamer
- Loved the intro (specially the scenes with the lil chick staring hopelessly at the eagle's claws).
- Until the checkpoint mechanic was presented, I was fully convinced I was playing a rage game. Unless this was intentional and is very important to you, it may be a good idea to make it the very first mechanic presented, almost immediately upon starting the game (say, after moving 5 leaf blocks to the right or so). That way you'll avoid some very costly amounts of player frustration (lots of players would drop the game before even getting to the current place where the mechanic is presented) and the game's difficulty will feel more transparent from the get-go.
- I think it would be ideal if the physics or leaf-block-control-logic were slightly modified so that it was impossible to get stuck. I had situations where the chick ended up stuck between two leaf blocks with the one currently in my control being fully rotated in the unhelpful direction, so that the only available options were to either drop down or reset to the checkpoint. This didn't feel good. Specially since it happened to me before finding the checkpoint mechanic, so the only option for me was to let myself fall to the void. I think this could be fixed by for example allowing each leaf block to rotate infinitely in either direction (with the two block types the game currently has this doesnt seem like it would be a problem, since they are completely symmetric except for some texturing details).
- The leaf block in current player control should be slightly highlighted, somehow. This is just a nitpick, I just know it would improve the player experience.
- This is just a suggestion and it's pretty out-there, but I think you could add a bouncy leaf block type, which would unlock some interesting gameplay oportunities if the player could somehow control more than one block at once or while in the air. I imagine jumping from a jump block while angling a bounce block in the air to ricochet somewhere else.
Best of lucks with the game!