Very interesting concept you have here. Most of the game was very good, and I enjoyed the level design, except for the first levels where you can beat by literally holding the button the whole time. There was also something that quite bothered me: the camera. It's fixed in a position where we can't see far down. Sometimes, we have to jump down into something we can't see. I think that for platformers, not seeing where we are jumping into is a sin. But hey, other than that, you got a good thing going on here!
Viewing post in POGO JUMP! jam comments
The best way to make blind jumps is to give some time for the player to react. This can be done by capping the fall speed and, most importantly, giving more camera space. Think like guitar hero, where you can see the notes coming way before you have to press the buttons. Camera control is a hard thing to get right...