I got this so quickly and I really enjoyed it.
McDangaroo
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Thanks for the feedback, and as soon I read P value I instantly for that did we leave the stove on feeling. We changed it from Personnel to Crew to make it a little easier and I knew I would miss something going back other it. 2am will do that too ya.
I'm glad you enjoyed it though, and the amount of events was something that we wanted to build as much as possible so it always felt fresh.
I like the idea of a speedrunning precision platformer but I think a lot of what makes them fun is strong controls. Like coyote time and better jumping.
If you get the chance, GTMK actually did a little game/tutorial on how to build platformers. It help me a bit with a general understanding when I was first prototyping games.
https://gmtk.itch.io/platformer-toolkit
Thank you, I really appreciate that!
The “to the top” idea was meant to come through in the way the character is always moving upward to reach their friends, but I completely understand that it could have been communicated more clearly. At the moment, I can see how it feels more like moving through separate levels rather than one clear upward journey.
I can also see mutlple extras that could be added, like button pushing, backtracking, or double jumping. Something to think on if I keep working on it.
Thanks for playing.
Thanks so much for playing! I’m really glad it clicked after a bit, because that was the main feeling I was hoping for with the puzzle mechanic.
You’re definitely right about the commands needing to be too exact at the moment. I think the current version is a bit too strict, especially when players find a solution that makes sense but isn’t the exact one I built the level around. If I keep developing it, I’d like to make the levels accept more than one valid solution where possible, or at least make the command rules much clearer in-game.
Really appreciate the feedback.
Thank you so much! I really appreciate the feedback.
The movement mechanic was meant to work around the idea that each space represents the kind of move you are allowed to make from that point, but I think that needed a lot more visual clarity. I can definitely see how some puzzles may have felt like they were forcing the intended route rather than rewarding a clever alternative.
If I continue working on it, I’ll either make that rule much more visible to the player, or adjust the design so players can use any combination of moves up to a certain limit to reach the end. That might make the puzzles feel more flexible and satisfying.
Thanks again for playing and for the kind words!












