Heya! Really loved the contrast in the colour palette and the way your screenshots and thumbnail accentuate that, very nice presentation! Here's my feedback from playing your game:
Game Design:
- In level 1, it wasn't clear that I was supposed to move left first - I think the juxtaposition of the starting area made it the most intuitive for the player to move right (empty inviting space on right, and most platformers traditionally operate left to right), so for the solution to the level to be on the left made it a little confusing to start and admittedly I had to read the webpage instructions to figure it out as I thought there had to be some keyboard shortcut I missed initially
- I wish when time ran out on the purple level, it doesn't send me back to the nature level. I would just want to restart the purple level without having to grind through the nature level again as I had already cleared it and figured the puzzle out. Having to do the puzzle repeatedly turns it more into a chore.
- The character is a cube, and it seems the ground check to perform jumps is at the cube's center. During the timed challenge, there were times when the cube is clearly on the ground, and I'm on the edge of a platform ready to make the jump, but I can't jump because the code thinks I'm not on the ground, due to me being on the edge. This led to a lot of falls and frustration because I should clearly be able to jump, but the game does not let me jump. This happens extremely often because it is intuitive to want to rush to the edge of a platform before jumping, to maximize your jump distance to land on a faraway platform. However it's not intuitive if the cube can't jump from the edge. I tried the timed level multiple times but I had to walk away because I couldn't make the final jump, which is a bit of a shame.
Technical feedback:
- When you hug the wall, you can't seem to jump to the normal maximum height. I believe this is due to friction or sliding from contact with the wall. For example, if I hold right while I'm against the wall and then double jump, I can't leap to the next floor. However that's how most players would control their character - holding down the movement key, and then using another key to jump. So having to release the directional key and make the jumps separately, and then go back to using the directional key to make sure I land, is a bit awkward. I think for a platformer it is important that the character control feels sleek and intuitive, as otherwise it can lead to frustration or confusion for the player, especially when the jump height is inconsistent.
Graphical feedback:
- Nice polishing touches like subtle leaves dropping in the nature levels. Adds a lot to the feel and immersion you were going for with the calm levels.
What I loved:
As mentioned, I really loved the aesthetics and colour palette chosen. The use of purple is gorgeous and contrasts the yellows and greens of the nature levels. The character being a white glowing cube also makes it stand out regardless of the level. Loved the intro animation as well and the music that adds so much "feel" to the game!
Edit: Also using the mouse to move the cubes is pretty nice, and the physics interactions is also cool. While I didn't make it far, I think that's an idea that I would've loved to see explored more of in later levels!