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Gorgeous environment! Even after learning how to do some of the jumps, they were still brutal! I think tightening the controls or giving some more leniency in the earlier levels would help, as the first level almost feels like it should be one of the last lmao. Overall I loved the concept and found it super fun and pretty.

Thank you! In the full release, I will fs add a system to help with the difficulty as it seems to have been the main problem with it. I didn't know it was so hard!

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That's completely fair. I think making a tough game is great, and after adjusting to it I got the hang of it and really enjoyed it, but I think it was more so the level design that's confusing at first.

When I got to the first tough jump after the thin beam in the first level, as the jump was so precise, I thought that I was doing something wrong or I was missing a mechanic, as the rest of the jumps weren't near as precise. After trying a few more times, I realized I just had to delay my jump super late, and once I learned that, I realized what the game was and what all the rest of the jumps were going forward. Having that jump is completely fine, but I think having it far away from the checkpoint makes the player question why they're having such a hard time with a jump that in their mind, is just another jump, when they haven't been taught that the game has precise and challenging jumps up until that point.

Then after doing that jump, getting bounced in the air and having to control the players movement in the air, I had no reference to how the momentum of the player worked while in the air, and had to get the hang of it on the fly. If I messed up or didn't understand the way they moved or carried their momentum properly, I had to recollect the item, and do a really tough jump again, to get another shot at learning how to move in the air again.

TLDR: it felt like I was being tested on movement, jumps and mechanics that I hadn't learned about before hand. Some kind of introduction or subtle level design could turn around all the confusion of the difficulty and make it work in the games benefit. When you have playtested and adjusted to the movement while making the game, you don't need an introduction to do the tougher jumps/movements, because you've technically already had it. Other people playtesting can go a long way in this case.

sorry for the long reply, i just think this game has a lot of potential and don't want people's experience of it to be put off by the tough first level😅

You're completely right! Thanks for the very insightful post, it helps to know about the possibilities of communicating information to the player. I think you're right too, that maybe I don't need to ADD a mechanic (aside from maybe a checkpoint system of sorts?), but rather just improve the level design to properly convey things to the player. :) I'll definitely change the level up in prep for the full release, thank you. :)

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You would definitely have to test it out! A checkpoint system could be nice for sure, but I think with proper design and balance of the mechanics, the fun of trying a level again and again and mastering the jumps of the levels is super driving if executed correctly. I could also see it working super well with some kind of timer, allowing people to speedrun and compare times, where the checkpoint system would be a great way to practise the tougher sections, whilst also allowing casual players a better experience. 

Glad I could be of help, good luck with the full release :D