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This is some nice work, though I think we need to establish a policy on citing any imported assets or plug-ins so we can properly gauge your technical capabilities in future!

There's a nice sense of polish to the UI. Good work getting a leaderboard up and running (again, I'm kinda assuming a marketplace plugin?) and I really like the UX asking for my name and then dropping me into the game rather than going to Play/Leaderboards directly.

That aside - and this is not criticism I'd expected to be levelling at students this early in their learning journey - the readability of the layout made this frustrating to me, and I didn't actually finish it. 

The key thing with something like this is that you want the player to be challenged in a way that helps them understand where they went wrong when they die, and be able to correct it. Because your floaty islands are impossible to tell apart, and the level keeps spinning, there's nothing for me, as a player, to use as a reference to learn whenever I die. I can't go "oh, I should jump left at that point instead of right" because I can't remember where "that point" is.

On top of this, there's no "readability" to the level. I can't tell the jumps I can make from the jumps I can't, so very often I went for a jump and failed, and it felt more like I died because you tricked me rather than I failed to time/line up my jump.

So those are some really great lessons to knock out early in your learning, and if you keep that in mind over the next couple blocks you'll start level design in Block C already ahead of our expectations!

Keep up the good work!

Hey, thanks a lot for the feedback, I really appreciate it!

No, as cited in the original Itch.io game page, the only plugins I used are: Discord RPC SDK and ParticleText. I made the leaderboard from scratch myself, as well as all the other assets. (except for the music obviously). I made the meshes, particles, shaders, VFX, code and everything.

As for the readability, I feel like because of the double jump mechanic, combined with the sprint mechanic you get a sense of how much you can move in 3d space when combining those 2 mechanics. The effect of that is the "readability". Depending on how much you sprint you'll be able to understand "okay, I can do this jump, but not that jump". That was at least what I was going for and IMO (as well as from feedback) I think I kind of got it. The 2 levels have different layouts which you can memorize, helping you be able to say "ok i wanna go there so I don't fall this time around".


 The game IS designed with frustration in mind - no checkpoints, no respawning on platforms, etc. Judging from feedback from other people it seems this has been achieved, but it's always good to hear more opinions!