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You’ve created a great and fun game. The twist, where one character is practically top-down and the other is side-scrolling, offers so much potential for many more puzzles and—most importantly—the possibility to play it cooperatively. I think you should continue working on this idea after the jam. I can easily imagine that a game like this would be very interesting for the Nintendo Switch, especially as something to keep kids entertained on car rides.

You’ve integrated the colors really well. I’ve played quite a few games from the jam by now, but in your case, I noticed the preset palette the least. The soundtrack was very fitting and complemented the game beautifully.

I’d like to give you some food for thought based on what I noticed while playing, in case you decide to keep developing it further.

I’d suggest rearranging the levels as follows:
Level 3 teaches me the movement.
Level 4 would make the perfect second level. It introduces mechanics like briefly turning off the beam.
Level 2 teaches how the two buttons work together.
Level 1 is similar to Level 2 but felt a little more difficult.
Level 5 could serve as the first real puzzle level.

This order might give the game a more understandable flow, especially for younger or less experienced players who aren’t familiar with 2D platformers.

Personally, I feel that the sliding of the character when the speed drops to zero adds unnecessary complexity. I understand the design choice, but from a gameplay perspective, it can be frustrating when control is taken away, especially when precise jumps are needed. I’d recommend adding a friction parameter instead. That way, you could easily introduce ice levels as well.

The reduced fall speed is a great choice for new players, as it gives more time to aim. Similarly, the cube hints are a nice touch. If you’re considering different difficulty levels, increasing the fall speed might be a good adjustment for advanced players. I’d also suggest making the hints optional.

The only "bug" I noticed was that the controls deactivate when both characters collide. I imagine you experimented a lot with the kinematics and might have taken the path of least resistance when things didn’t work as intended. 

All in all, it’s a fantastic game—hats off to you!

Thank you for liking our game! I'm glad you think the colour and soundtrack work well with the game. 

I'll consider your feedbacks if we are going to further develop this game. Some of the level and character controller definitely needs some fine tweaking. Like that bug you said. It's actually an anti-cheat feature so the side on character can't ride the top down character like an elevator. Maybe there'd be a better solution if we got more time.