I usually keep my headset low as game jams tend to have music and SFX BLARINGLY loud. Ironically I found yours quite quiet in comparison and I appreciate that.
I don't know if it was intentional but I'm not a big fan of how the fire/spark flower/plants shoot balls of energy at you that both "float through all objects" and "chase you forever" Every time I was respawned I had to fight those things off which was okay until I ran into three of them and respawned with like 6-8 on me. I was down to 10 hp before I left the respawn point.
Mechanically it needs a little work, the jump was a little clunky and thematically it could have benefited from a double jump as the Main Character is a ninja. I'm also not a big fan of "leaps of faith" where I have to jump or drop to something I can't see in the game and without a double jump I can't even try to evade before its too late.
It seems like your team is mostly sound designers so I have respect for your effort. The "redo" being a redo of the level is a bit commonplace for platforming and isn't the most favorable way of achieving the theme. I'm not entirely certain where "out of reach" comes into play either
However the sprites were good and the MC is cute.
Good work all!
Viewing post in In The Cave jam comments
Thanks for your feedback. I was working on this game solo, because I have no experience in music and sound effects production I took all music from free sources with proper atribution. To be honest, I left level design for the last day, that's why there are some places where you just need to die in order to progress. Out of reach part was hard to make stand out, but I thought that making exit which is impossible to reach without the bridge would work. To sum up I am thankful for your insights, every suggestion helps me to improve, because it is just second proper game I have made.