An interesting entry~ While the mechanic itself was quite novel, the level design created a sort of... tug of war. It's definitely fun to jump on enemies and dash, but at the same time, the levels were designed in such a way to discourage you from doing so. Kinda like the water levels in Sonic. Still, it's a neat idea with promise!
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Thanks for the valuable feedback! That's a really interesting point. While I tried to add obstacles that make it difficult to keep up your combo, you may be right that I went too far in a few places. Difficulty balance with level design is always a tricky thing, and this game in particular is a puzzle to design for because of the lack of player agency in terms of when you're able to start/continue a combo. Too few obstacles and players are getting high combos without having to try, but too many obstacles and players are getting hit out of their combos every time. Perhaps I should have focused more on elements that reward high combos and less on obstacles that make high combos incredibly difficult to pull off. I think if I had some verticality in my levels, I could do the Sonic 3 thing of having a faster, nonstop action route but also several variations on an easier but slower route. You can see this mentality come up in a few levels, but it's usually limited to two routs that converge almost immediately. There's a lot of experimentation to be done on how to do this mechanic justice. I'll be sure to keep your criticism in mind.