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(+1)

Impressive dedication in 2 days
It could be really fun and satisfying game, but due to level design, lack visual cue of where to go and multiple path with precise jump and control, I find it to be difficult,  but I enjoy it!

 

Some feedbacks
Level Design
-  Tried level 1 a lot, but it's kinda hard to navigate around because the lights emitting from the building are too bright and the ground are too dark, so it's play until you discover the best route kind of game!
-  I'd say tutorial has the most clear instruction, or maybe I'm just having skill issues? 
- I think the game needs a linear level where level 1 is basic jumping and slashing simple ads
- Level 2 introduce a turret and sliding combination with jumps and slide, kind of parkour that make it the point of satisfaction, but still implement the theme with annoying ads
- It will retain the fun and the annoying ads theme while sticking to small scope

Movement
- It felt like it's hard to predict where I will land
- I find it to be much easier to control air movement with mouse, so, you'll have to flick your wrist often and get better at bunny hopping!
- With enough tweaks and some air control or "coyote time" I think the game will have better movement rather than punishing for small mistake and lack of precision

Overall nice technical feat and dedication of the game!

(1 edit) (+1)

Thank you for the feedback! We were aware of the hard movement , but we had to start creating levels because it took us a long time to  create the turrets , swords , satellites and buildings ( both models and codes ).  Also we wanted to experiment with the levels , level 1 having multiple ways to take , while level 2 and 3 being linear , also all levels had turrets even the tutorial .

Again thank you for the feedback . And hopefully next time it's better