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alright so

i love the idea of having 2 narrators one being the dev that is wonderful and fits the theme, the flying ability bit is a funny bit, something i feel glados from portal would do

also the use of scripts and folders being rummaged was delightful

however the game (especially early on) is incredibly hard, partially due to level design but mostly due to controls

the level design: its actually not bad, and very creative at times, but could use some more forgiving obstacles, and probably could behave more predictably, like the falling files and spikes are hard to avoid sometimes and could get frustrating, maybe a small telegraph like letters from code lines fall out from when something is about to fall

the controls, for a 2d platformer that is focused on precise movements, like to bait the traps out,  it itself needs to be more precise, so lowering the deceleration or making the player stop instantly could help

also i noticed the collisions acting a bit gittery, there is an option in unity's Collision box 2d called detection mode, and setting it from discrete to constant fixed that issue (it makes detections more frequent), i would recommend doing that for the player and the traps since they are moving fast

lastly the screenshake, it gives impact but having it trigger on every fall is too much, i would say make it trigger only on long fall lands instead of every landing


overall well done on the submission!

It gave me so much joy to hear that the flying ability reminded you of glados as the writing in portal is my all time favorite :)

I'm planning to restructure the levels to at least move harder gauntlets to optional endings closer to the end of the game and not open with them as this has been reported multiple times. I like the idea of having a bit more warning on the falling objects, I'll definitely look into that. 

I wholeheartedly agree that having a more precise controller would be better and will put it on my to-do list.
On the collision detection could you have meant the setting in the rigidbodies called collision detection? I forgot to set to continuous on the fake scripts and files which I just changed on my local build. The player already had this but if you could tell me if the collisions felt iffy elsewhere that would be great. 

I did try to limit the screen shake and tied it to player downward momentum so they would not get it when stepping down or something. I'll look into decreasing it further.

Thank you so much for playing and for the kind, detailed and constructive feedback! It really means a lot<3