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Thank you so much for your feedback!

The rich colors were based on the palette of an old British computer called the ZX Spectrum. I wanted a retro look while making everything look clear and bright to the player, so I thought the ZX palette would fit both of those purposes.

I'm also happy you noticed that the deaths are less frustrating because of how quick they go. I usually like keeping levels short and sweet in games so that when the player dies, they don't lose much progress. Keeping the deaths short to convince the player to keep going and try again instead of stopping and interrupting their fun. I personally believe that dying does not mean you lose the game, but rather the only way to truly lose, is to quit the game and never return.

It's not just you with the pixel perfect jumps. I play a lot of platforming games and even I think the platform gaps in level 2 are a bit too far apart and require a bit too much precision after replaying it.

I also agree that the game lacks some chip-tune music. It was kind of a missed opportunity to have music be affected by time speeds which really would have added to the theme. I'll have to either look for some pre-made chiptune music, or learn to make my own compositions.

I have mentioned in a previous comment reply that the game does lack some levels due to the fact that I might have over-focused on graphics a bit too much. Lesson learned: game first, then graphics (unless if the graphics affect gameplay).

The game really does lack an ending, despite the attention grabbing intro it has. I would say this was because of a lack of  time, but in game jams, that's not a good excuse. What I should have done was to come up with an intro AND ending right at the start of development instead of waiting for the very end where I had zero time left.