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(+1)

I already had played through it like twice during the jam's submission period but i still had fun playing through it again for the rating period !

It's a pretty hard game i'd say, it has some finicky stuff you can do to make your life easier during platforming (tapping the opposite direction to stop your momentum, lining up walls jumps right since even tapping jump makes you go pretty high)

Some of the little time bonus pickups felt pretty useless for the effort it takes to get them, most of the time, they don't give enough time to really be worth risking over just trying to go through the level as fast as possible 🤔

Since most of them are optional (and also pretty difficult to get!) the risk/reward of trying to get them ends up losing over just rushing for the exit, as they are now they'd fit more as collectibles rather than a gameplay mechanic ^v^

But that's just nitpicks, the movement is great, the style of the game looks really clean (even while being minimalist!) (i like the glowy lights✨) and overall it's a fun short-and-sweet difficult platformer ^v^

Reached and finished the 12th level after 10-15 minutes of tryharding ! Reached the exit as the countdown ticked down to 0:00 so i can confidently say that i was... Just in time. (i'm sorry this is a really bad pun 😭)

I liked it ! Awesome work 💜

(+1)

Don't worry, that windscreen in each level only says "just in time" when you complete under 6 second for that exact pun T-T. The bonus time boosts are most of the time a fake in order for you to try out different ways of beating the same level. (Except in some levels like 12 it's necessary (the +30s pickup gives you a net +10s extra when you come back)) Thanks so much for the feedback! I'm planning on improving the movement scripts after the jam ends.