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This might just be my favourite game of this jam!
The controls were great, and I loved the sense of exploration that the game gives you. The wall jumps and dashing were very fun. The art, with leaving paint trails, was quite pleasant. The ability to choose your own colour is great.
Nice game! Some of the movement was a bit challenging. I liked having the ability to jump off walls. Sometimes the movement did feel a bit imprecise and was often guesswork as to whether I'd land a jump or not. Maybe showing a trajectory arc would be good for that? Overall good job!
Very good game! Did you know it's possible to break the game by going left at the start and over the invisible barrier?
Loved the combination of mouse to move the platform while also moving the character. On my first playthrough I "accidentally" brought two platforms with me, by holding onto the one in the title screen.
I also loved the little scene at the end. Great job!
Thanks for playing, hope you enjoyed it!
I agree with you about the slippery movement. It was something I couldn't get around to tweaking due to the time constraint. Also ironic since Mark made a video about platformer movement only a day or two before the jam started.
Fun game and I loved the art! I managed to beat this in 86 seconds for my high score.
The hit-boxes felt a little off to me, as though they were larger than the sprites are. In a precision platformer like this one it can be tough to find the exact right spot to jump when it's not obvious where you're hitting the obstacles.
I think there's a bug in the part with the 3 horizontal spikey hallways. On many runs the spikes became a bit out of sync with each other (either due to dying on them or the fast-forward mechanic. This made the section seemingly impossible and I'd need to restart the game.
Overall, good job, and I'd love to see more games from you.
Very fun and original concept! Would love to see this developed further and to have more levels.
I quite liked how you can tell whether you are at the end of a wall or not when running into one. It makes it easier to try to get around the wall without having to bump into it repeatedly or get frustrated. I think something similar to know when your close to chests could help that feel less random.
Great job! I can't wait to see where this goes.
Absolutely loved this one! Such a great concept. Even though there weren't a great deal of levels, this felt like a preview of what kind of interesting game could be made with this concept.
Concepts like those in the last level combined with enemies, having to plan which directions to move in what order, etc, give this potential to be an awesome game if developed further!
Very interesting game. The final puzzle definitely makes this great! I was starting to get frustrated at restarting the game, but realised that restarting somehow related to the solution.
Beating the last level really did require some out of the box thinking. I love how it's technically possible to beat the game without refreshing at all!
Thank you so much for playing the game and for your valuable feedback. My next steps on the game will be improving the difficulty curve and finding some better ways for the dialogue to influence the attackers. Hope you enjoyed the game!
Thanks for the feedback! While the anger affects the spawn rates of the monsters, I agree with you that it should have more of an effect. Pacifist options pause the anger, but tbh I hadn't considered pausing the spawning at the same time. It's a bit of a balancing act, but you've given me some things to consider. Thank you, and I hope you enjoyed the game