Thanks a lot for taking the time to write such detailed feedback!
Just to give a bit of context, the game was made for Brackeys Game Jam 2026.2, so it’s definitely not a finished or fully polished game. We already know there are several areas that still need work, especially the ending, UI, level design, feedback, and general polish.
Your point about maintaining speed and momentum is very useful. The intended idea is that the player can build and preserve speed mainly through sliding, while the temporary platforms can be spawned mid-jump as a recovery tool or, for more experienced players, as a way to create faster routes. That system isn’t particularly easy to understand at first though, and we definitely should have explained it much better. The same probably applies to some of the movement tech in general.
The control issues are the part I’m a little surprised by, especially sliding and jump + slide, since we haven’t been able to reproduce those consistently. We’ll definitely investigate them, because if they feel unreliable on your side then something may be wrong or the movement itself may simply need more tuning and clearer feedback.
About Q specifically: it’s timing-based. When the AI activates an obstacle, there is a limited interruption window where pressing Q can stop, deactivate, or roll back that obstacle. Outside of that window, Q won’t affect it. So it isn’t intended to work at any time, but if it feels like a dice roll then we clearly didn’t communicate that window well enough. We should have added much stronger visual and audio feedback to make it immediately clear when an obstacle can actually be interrupted.
The temporary platforms are also meant more as a recovery / advanced movement tool than something mandatory for basic progression. If the current level makes them feel required too often, then that’s definitely a level design issue on our side. Your point about having different routes depending on player skill is especially interesting and is much closer to the direction we’d like to push the game.
Regarding the elevator, there was actually an intention behind the waiting time. If you fail to interrupt the AI correctly, losing some time was supposed to be the consequence. However, in hindsight, making the player simply stand still and wait probably isn’t the right way to punish a mistake in a game focused on movement and speed. A better solution would have been to open a longer/slower alternative route, so you still lose time for failing the AI interaction but you can keep moving and playing instead of just waiting.
The level ending is honestly very rough. We ran out of time during the jam and basically had to leave it as it is. Even something simple like a proper "Demo Complete" screen and returning to the main menu would have been much better, so thanks for pointing that out.
For the Corpo AI, we probably also pushed the frequency of the voice lines too far. Increasing the delay between lines and having a larger pool of dialogue would likely make it much less repetitive and exhausting. The voice volume setting not affecting the AI is also a bug that definitely needs to be fixed.
And no worries about not enjoying the game criticism like this is still extremely useful, especially when it explains exactly where the experience stopped working for you. Thanks again for giving it a proper try and for taking the time to write all of this.