The core fantasy is instantly readable and streamable: lava rises, you climb, coins and high scores keep the loop going. Using a focused Craftpix character + dungeon tileset is also a clean jam approach — simple asset scope, full playable game. Visual Design is one of the stronger parts: cave platforms, stalactites, lava warning UI, and character animation all sell the danger well.
On theme (Ten / Celebrate / Level Up), I struggled more. The page explains Ten as “10 buttons/options,” Celebrate as high scores, and Level Up as climbing higher. Climbing/high-score celebration is fine, but Ten feels stretched and Celebration/Level Up never become strongly readable systems beyond score chasing. Making Ten literal (10 floors, 10 lives, milestone every 10 coins, etc.) would help a lot.
Gameplay Experience is fun once you learn to read paths, but procedural spacing + head-bonk collisions often punish the climb fantasy itself. Since survival depends on upward flow, generation needs more guaranteed jumpable routes. Still a solid GDevelop submission with a clear hook and good presentation. Nice work, Vishwajeet!