Very nice entry! Here are my notes on what I’d spend time on. Sounds like you already have sounds in the works, so that’s great.
- I would tone down the post processing filter a tad by default or at least make it an option
- Since we’re always going up, I’d default the camera as leading up and center the player smoothly when falling.
- Level design funnily enough. For such a movement based game it should be even more tight. I’d make sure the main “intended” path is obvious. The speedrun routes felt distracting at times like they were tacked onto an existing level and were distracting me as a new player. Just as an example I would argue that the wall in level 1 is unnessecary noise in the level design.
- More particle effects, for instance on the bounce pads and level exit flags. Of course also sound effects here that match. I feel like the bounce pads could do well with some rainbow shimmer.
Movement notes, since that’s what we’re here for!
- Coyote time should be added.
- More player movement friction would probably improve the feel a lot. The jumping up walls is already quite chaotic (but fun!) so it kinda takes me out of the fun when I nail that and then hit a random spike because the player slid a bit too much.
- In tandem with this, I’d take a pixel or maaybe two off the side of spikes which are on the ground (fine to still have spikes which are ledge-adjacent kill you so that you are unable to stand on the outermost pixel of the ledge). I died a few times jumping over what should be very easy jumps because I pressed too late and it felt like there was slight input lag (probably not the case but it’s simply gameplay feel).
Enjoyed it a lot though I don’t think I finished it as I never saw a timer (which… there may be judging from other comments?). Got to the seemingly empty level with a platform above you and a bounce pad on either side and figured that’s the end?