That's a pretty cool movement pattern! I think the level design could have worked a little more in the favor of that, as I didn't need to jump a single time. The style is pretty cool, but could maybe be a little more consistent; I think it would be fine to have one element pop from the black-and-white background, but I'm not sure about the lasers, for example. Still, all in all, I had a pretty good time with this one, well done!
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It was difficult to balance the movement. Typically you have to use the jump after you died since the respawn resets the player size to a certain size. If you however never die, then you gain typically more size than needed, this is also the case if you would skip some of the jumps. But decreasing the size when a player touches a checkpoint or adapting the size with the game progress also seemed wrong. I am not sure how to solve that problem, so I ended up making the game easier for players who play the game flawless. And style of the lasers is not fitting tbh, but I just created a animation in a quick and dirty manner to have at least some kind of animation, since a singular sprite would look weird.
But thank you for the critisism and for playing the game! Do you have a Idea on how the player should be scaled per checkpoint? (Other than dividing the game into levels)