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honestly its pretty fun and feels really nice to play. played with a mouse (and as a mouse). it was a little bit unclear to me sometimes what was causing me to be able to do another jump in air versus other times i couldnt. The hanging mechanic was pretty fun and i think the spritework is great. Some of the sound effects are very very widely used stock SFX which i recognized but they were implemented well. Im not much of a mobile gamer but this is much better than most phone slop. I definitely see the DKC influence. Part of me wishes there was a more satisfying way to stop your roll momentum than transitioning to a ground pound. I didnt feel like any of the current levels or secret levels were challenging at all, which makes sense since im imagining these are the first levels in the game.

Keep up the good work!

(+1)

Thanks for playing. I should look into ways on how to better communicate regaining a jump. Basically you can do a jump in the air if you either get hit or jump on an enemy and also if you get into the air without using your jump, like rolling off a ledge or with a groud pound. Yes I do use a bunch of stock SFX but I do also mix in my own stuff, but SFX and even more so music are my weak points so I have to supplement. What would be a satisfying way to stop the roll momentum? You can jump out of a roll too btw.

The difficulty conflicts me the most... you'd be surprised at the failure rates I get when I test with a bunch of randos. I will probably end up adding 1-2 really easy baby levels. Just for reference, 10% of players fail the first bonus level, which is impressive.