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(+1)

The game is super funny punching the all the crazy things. Hilarious concept and the low poly looks great here. The music with the honks in the background are hilarious! Punching Karen's with a Jacked Goose? Sign me up. Some critique I have is just around your controller. 1. I think you want to have a little bit of inertia when moving and jumping. Trying to parkour to the floating purple package was difficult not because of challenge but because most of your momentum just stopped upon hitting jump. A little bit of "coyote time" for jumps can also help. Specifically on web if I hit "ESC" to unfullscreen the game I wasn't able to get the screen to re-grab my mouse when I clicked again.

I think the premise is great, punching and screeching with the goose was hilarious. Work on polishing up the controller and it'll be a good time!


Great job y'all!

(+1)

Yeah, a lot of this game came down to fighting timing for the animations and getting the movement physics 'good enough.' There are a lot of factors that play into that forward momentum and hang time, mass, friction, linear dampening, and linear factor. I was upset with the way it came out for the opposite reason, I feel like Tobias is sliding on ice everywhere. It also doesn't help that all the static surfaces could be set to different amounts of friction, so you would think that would help get a grip or be extra slippery on the rocks, but having less friction helped ascend slopes? My only physics game before this was a dice roller, so the learning curve for a 3rd person platformer was as intoxicating as it was infuriating. 
I really didn't intend for it to be played fullscreen, and I could have made it where clicking does grab the mouse, but I wanted the player to be able to interact with a dialogue menu without punching. Looking back, it would have been trivial to check if a menu was open on a click. But also, this is my first time uploading to itch, so now I know. 
I'm glad you enjoyed it, and thanks for taking the time to leave a review!