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(+1)

To me, a good Getting Over It requires three elements, 1.) simple controls but difficult movement, 2.) interesting visual design, 3.) a motivator. This game has (1), a little bit of (2), and nothing on (3).

The motivator (3) could be anything, text appearing on the screen, a voice over, some gentle "flow" music. I only played the game for 7ish minutes before falling down hard. With nothing to motivate me to try again, I think it's normal to give up after a few falls. Use a motivator to make it difficult to give up.

Onto (2). I like the variety of terrain physics. That with the movement mechanics allows for a more organic feel to progression. This is probably due to good level design; it's quite good. It introduces a new terrain while you are safe, then adds the risk of falling after you mess with it. I did, however, fall with my first interaction with the bouncy guacamole. I bounced over the safety platform and into the other guacamole platform and kept on bouncing until I fell through. I was a sad :c

(1) I thought the moving arrow mechanic was going to be all the mechanics on this game, but when I interacted with the terrain it definitely made the mechanic more dynamic. Great design on them, and again, great level design.

(+1)

Wow, that's a lot of good feedback! Okay, lets pick this apart piece by piece. 

First, thank you for putting so much time into our game and especially giving a lot of really good, clear feedback. Everything you said makes perfect sense and will be remembered for future projects. You've earned a lot of brownie points already, but you get even more for seeing our inspiration from Getting Over It. 

Regarding your experience with 3, a motivator, that makes perfect sense and we're very glad you put a word to it. We wanted to make a rage game but were unsure how to keep people invested even if they fall. It felt like something was missing, we just couldn't put our finger(s) on what. What you said about even the simplest of motivators making it easier to keep playing makes a lot of sense. Part of what makes Getting Over It so hard to put down is how much it motivates you and encourages you to keep going despite how overly frustrating and difficult it is, even if you fall right before the end all the way down to the beginning. 

We're glad you liked the level design despite your bad experience with the bouncy guacamole. This was actually my first real experience putting a lot of time and effort into level design. A big part of the development cycle was me sitting down with a pencil and graph paper, writing out random ideas for how to implement the different mechanics (some of which were cut to make the game a little shorter), writing out a rage-o-meter, how I wanted the feeling of rage to naturally progress over the course of the game, and a time estimate for how long each section should take if the player doesn't fall. I didn't do too well with level design last year in this jam, I waited until the few hours to do it and it was the biggest glaring flaw with the game. So, I've done a lot of research since then and this was my first real chance to really get experience with designing a level. This my long, drawn out way of saying that I sincerely appreciate your recognition of the level design and that you thought it was good <3

We really appreciate that you also liked the different types of platforms. They were fun to experiment with and program, as I haven't had a lot of experience with Physics Materials in Unity (how I made the special platforms work), so it went surprisingly smooth. 

Thank you again, we really appreciate you taking the time to leave such detailed feedback. I will be sure to play your game as soon as possible and leave feedback for you as well. I will be sure to take the knowledge you have bestowed upon me to the grave so that I can continue improving. We hope you have a wonderful jam experience and receive a lot of constructive feedback :D