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(+1)

I like the Chattino 3D model and the little jump animation.

My greatest enemy here was the camera. On each restart from checkpoint, the camera always faced the opposite way to the path forward, in other words, I had to rotate the camera 180 degrees every single time I died.

Having to right click also didn't help as my mouse would end up outside the game sometimes and I'd click on other stuff.

I had a hard time measuring distances and the jumps would sometimes not go high enough to reach a platform, as it seems some collission happened between chattino and the wall.

In the end I had to give up at the section with 3 flying pebbles moving left and right. I just got tired of running back there and failing the second jump over and over.

Some improvement suggestions:

- Camera: Make it always follow the mouse, no need to right click. Also keep the mouse locked in the center of the screen and invisible. There are mouse cursor options you can set in Unity to do this.

- Checkpoints: Always respawn the player facing the path forward and with zero velocity.

- Instructions: The game relies on a double jump yet it was not explained to the player that you can double jump.

- Shadow: As others have pointed out, in 3D platformers, the depth perception adds to the difficulty so unless you want to make a rage game, make sure you've added a player shadow below that helps as a guide to correctly identify the player position in space.