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Great little climbing game, reminds me a lot of DK Jungle climber/King of swing with a hint of the Getting Over It/Jump King school of level design. I love the amount of little control nuances you give the player in the face of such a tricky mechanic, and I love the openings you leave for different strategies (Spinning around a point for momentum, pulling yourself up with 2 arms at once, etc.). The secrets are also a great touch.

I do feel like the disappearing points leave pretty quickly, but I think that's due to the context of such a slow moving player. I'm only ever given room for 1 push/pull on a temporary point before it disappears, which does close up that aforementioned openness for different strategies a bit. I wonder if the level design could benefit more from focusing on how you use momentum to scale things, rather than the emphasis on quick decision making as the main obstacle.

That's just my thoughts though, what's here is great, and I can absolutely see this game becoming a speedrunner cult favourite. Consider an option for an onscreen timer in a "Post-jam" version?

This is such useful feedback - thank you so much! Spinning wasn't a strategy I'd really considered until I watched a friend play, but seeing that they used it extensively I went back to make sure it was useable in as many places as possible. I'm interested in seeing how many traversal options I can add, and using specifically designed sections that force the player to try different approaches could be really fun :)

I'll have to try a few things with the disappearing handholds I think, whether it be as simple as extending the time limit or perhaps working to create alternate routes so the player's not boxed in.

A timer for the post-jam version is planned :)