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(+1)

got a high score of 183, which at the time of writing is the highest.

an engaging game! i think the highlight to me was your use of visual assets and the animations. i noticed through playing that the platforms have predetermined arrangements rather than being wholly procedural, which is an effective anti-softlock method. overall your execution of your idea was good. 

however, i do think the game had room for improvement in a few areas. i think there is very little game juice/feel in particular; few sound effects were used (though the coin pickup sound is nice), and i didn't feel like the act of jumping and platforming was very engaging in and of itself, which prevented the game from being truly addictive to me. i think that, as the game's main focus, that could have used more emphasis. i note that this game was submitted nearly four days before the deadline - i think given the excess time you had, there was room for more polish in general. 

i also think the difficulty could have been dynamic, as the lava appears to travel at the same speed throughout the entire game; i quickly moved upwards so that the lava was offscreen, and never saw it again until i decided to stop - in which i backtracked, then fell as the previous platforms had despawned, and i plummeted for a full two minutes before meeting the lava x) which gave me the impression i could've kept that run going for much longer. 

regardless, as before the fundamentals of your idea are clear and quite well executed, and i'm sure this could become very engaging with a little more polish and freshness. well done! 

(+1)

Thank you so much for the detailed feedback and congrats for getting the highest score! I'm really glad you noticed the predetermined platform layouts — I designed them that way specifically to reduce the chance of softlocks. I also agree that the game could use more game feel and feedback, especially around jumping and platforming since that's the main focus. The point about the lava is also really useful; I hadn't considered that skilled players could get far enough ahead that it would stop being a meaningful threat. I'll definitely keep the dynamic difficulty, platforming feel, and overall freshness in mind for future improvements. Thanks again for taking the time to play and give such detailed feedback!