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Thank you so much for your kind words! This was my first ever game so they really made my day :D When i was playtesting i also noticed that in some levels it's frustrating that you can't use the cards right away like the fourth level where you use dash-jump-dash-jump-jump and also it was hard to switch to the new picked-up card in the more harder levels. When i was playing i also realised that in levels where you have to use the newly picked-up card really fast, you have to spam "c" which doesn't always work so it makes the game artificially harder also it's not really fun.

So in order to fix those two problems while still keeping the harder levels of the game challenging and satisfying, i made the collision of the spikes shorter vertically and i placed the cards higher from the spikes. That way i wanted to give player time before using the cards so they wouldn't spam and actually try to time their abilities correctly. I didn't try your solution because i thought that could mess up the player's timing. Main reason i went for the higher card locations and shorter vertical collisions for spikes is i wanted the player to use their cards the very last time to feel satisfied because they dogded the spikes the very last second, while still keeping it fair. 

When i playtested the final version of the game i could beat the levels with waiting a glimpse of a second before using the newly picked up cards unlike the first version where i had to spam to land to platforms and the other cards. But i think the last problem was that i didn't tell the players that they can wait a little time before using the cards really clearly. My only attempt was that i put a roof to the fourth level so you have to wait for a second before using your first double jump card unless you hit your head to the roof and fail.

I hope i explained my myself clearly about the design choices and lastly thank you so much for your feedback and thank you for playing!