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I love that you pointed out the controls feeling too loose and slick because that was something that I actually wanted in the game because I have a cat and it always looks like that when he runs around on the hardwood. I definitely needed to focus more on game feel though than trying to relate it to the way cats look when they move. I am used to making games in 3D so creating a 2D platformer this was a first. I used techniques typically used in 3D for creating realistic physics movement (such as rigid bodies) and I definitely should have focused more on playability than realistic-looking gameplay. I'm just so used to aiming for that in my 3D games because I have a large project in 3D that I have been working on which relies on that. This code is extremely similar to the 3D movement code and your criticism has helped me so much that I edited one line of the code so acceleration was faster in the 3D game and it just feels more responsive. Honestly, we couldn't figure out what the "core mechanic" was because as you saw in the last level we ran out of time for more content. The first level is supposed to be like the first level of Mario, basic but with all the things to help you learn its mechanics. The idea was to implement a points system for breaking objects with points from the treats on top of that. We would have made a more complex second level and then entered the last level with the planet-like yarn balls. I definitely spent too much time creating fun mechanics because the idea was to have more levels like the last one with the rounded planets to get you to use gravity as part of the platforming and more grounded levels with a higher variety of obstacles, especially the climbing. I'm glad you noticed the climbing was supposed to be a core mechanic but the main idea was that it was cat themed, which is way too broad to be a single mechanic, like the water in the sink makes you bounce because cats like to do that little jump straight up after touching the water. I will definitely use this criticism for my next platformer as the big project I mentioned earlier has a lot to do with platforming, I decided to do this game jam so I could learn what it was like to work with a time limit and actually properly, finish a game. 

Synopsis of what I learned:

Don't make movement cartoony/cat like if it takes control away from the player

I definitely need to do more research on level design as I have never really made it far enough into a game to do something much more complex than this. 

I recognize that if I have something I want to show the players I need to include it in the level more and make sure the players understand this is what makes our game stand out from other platformers.

I need to design 2D games using code for 2D, if I am using an actual physics-based body for gameplay I still need to be lenient with my player's inputs and be pliable to their gameplay style.

(from personal experience during development) based upon the things critiqued, specifically, the level design we (the programmers) over anticipated how much work this would be for our artists so I did not manage my team's time properly and need to be more considerate of their schedules in the future, especially regarding college courses and exams.

Thanks for your critique, it was super helpful for me to be able to see where I can improve and where I can learn more regarding the design of my code, not how to code it but how I design it to be more intuitive and responsive. I will be sure to let my team know you liked it so much!