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(+1)

Fun game! The player movement and the level design are both kind of hit-or-miss for me. The player movement is incredibly well tuned and overall very tight, I'm always a sucker for games that give me full control over things like jump height. That said, for how tight some of the jumps are I think the player controller could benefit from a little bit of coyote time to add some leniency. In a similar vein, the level design is very creative and you do a fantastic job of taking a small set of simple components and combining them in interesting and challenging ways. My criticism is that some mistakes are a little too penalizing, for example I think there's a point with the short and long spring where I missed making a right turn and had to go all the way back to the start. Bit of a mixed bag but you did a very good job and this game feels remarkably well polished otherwise for a jam game. I appreciate how speedrunnable the game is too, I could see myself putting time into optimizing my gameplay.

Great job! And congrats on finishing the jam!

I agree with the coyote time, I had thought myself while testing it would be great but I didn’t have time to add it :( (I put something about it in the bug section on the description haha)

About the springs at the end of the yellow section, I put those 2 very close to just annoy the player and make them loop the game, I know it’s a bad part and a blind jump, but I wanted to add another dumb part to the game xD 

Or when the player is near to end the game and take the last green corridor, get tense to not mess up and have to repeat the game or the red section

I agree this is a mixed bag and it’s far from my original idea but I wanted to do it this way instead of a dull big level, only showing the props, to cover a little bit the implementation I couldn’t make haha

I appreciate your feedback, happy to see your comment and thanks for playing! ^_^