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Overall it's a neat platformer. I found the inconsistent art style and the non-instrumental music to prevent me from feeling immersed in the world. The story had me interested as it made me wonder if ants and cotton have some sort of real world relationship to one another, but the dialogues felt a bit longer than I'd like.

Overall I found the movement to be lacking for a game that's main focus is the platforming. There seemed to be invisible walls, having to hold a key to run felt a bit unnecessary, and pushing boxes was hard since I would seemingly automatically jump/roll over them.

Killing ants didn't feel as impactful as I'd like and neither did dying. I ended up dying several times to the spikes that move before you land and that made me rage quit the game. If your goal is to make a rageplatformer I feel that should be communicated in the visuals and dialogue of the game, since currently it looks more cutesy and the story almost feels like it's implying something scientific.

I think the vision of the game needs to be clarified and communicated more clearly, through descriptions, dialogue, music, and visuals. Overall it was a fun enough experience but I think the movement needs some work to get me to replay it more.

Hi,

I really appreciate your feedback, it is the kind that helps me improve my game :). I intend to remove all pixel art artstyle and replace with realistic artstyle. At the moment I have as pixel art: the statues that triggers teleport, the checkpoint, the chain and the fire at level3. Probably I will have to do some work around the portal itself as well. Regarding music not quite sure yet what to do. A lot of people really liked for example the song of the first level. I will try to listen to everyone and come up with a balanced solution.

Thanks for the movement comment!! I will sort the climbing around the boxes (and other objects), but I like the boxes as they are elements that can be used to solve puzzles. Regarding animations, I plan to add a dying animation for the cotton as well as improve the dying animation for the ants. 

The gameplay: I had to google it and play some games to understand what a rageplatformer was. And here, as you could notice, my intentions and ideas are still unclear. My initial idea was not to create a rage-platformer. I based myself a little in games like supermario and sonic, and built from there. As I was making the game, I felt it was too easy, and started incorporating elements of rage-platformers (without knowing this was indeed a genre). And so the result, a game that by definition is a platformer, but it also has a story, it has large maps to explore and solve puzzles, it has a lot of traps (I plan to add more as the player advances throught the levels), and it has the ant enemies (more kinds of ants to be added as well). 

I wanted to create an original, different gameplay. At the end, I'm a very good programmer, but have no idea of graphic and sound creation. So the art is not mine, but the gameplay is. So I decided that the differencing factor for my game is gameplay. I will also improve music and graphic elements as I go, but gameplay is the key for me. I want to create a challenge for the players in a fun environment. But this will require several iterations and feedback from gamers like you.

The story is improvised, it can change at any point. For sure, it will include a magical world, combined with some post-apocaliptic features. The idea is that the world is so contaminated that it created life out of cotton fibers (thus the name polusan), and it mutated ants (and more stuff). Again, the idea is not to make a rageplatformer, but a platformer that incorporates some elements from rage-platformers. 

So, thanks so much again for your feedback. I wanted to explain my ideas so people can understand a bit the game concept. It's my first game and I'm still new into game development. I will work towards finding a better balance of the vision I have.