Thank you ! Appreciate it.
I had to build everything in the two layers seperated. Which means, since the layers move in a different speed, that I couldn't just put things up and test it. I had to start from the beginning of the game each time, run to the current spot, than mark a few positions to see an estimation to where I need to put up the second layer. And in order to check if you can make the jumps, if it plays right etc I had to restart from the beginning each time for every small change.
- The idead behind the controls is that I wanted the player to feel the distance. This is a point a few people have already pointed out and I want to fix that. The player moves at the same speed in both later, but in the further one he covers more distance hence slower. I have a gut feeling that what breaks it is the trail effect. It's exactly the same as the one in front which makes it heavy. Or was it too slow compared to the other layer?
- I agree. Tho, the spikes started out as a portal and the main mechanic was aimed towards the arrows but my siblings found that since there are too much teleports. (Seems like our mind automatically connects teleport with each other, not with this mechanic). I wanted the game to be like the last levels, where you need at parts to dodge the arrows, than stop and let them hit you. Time your jump in order to hit the arrow etc. But I just ran out of time and was left with the introduction to the switching layers mechanic with the spikes, and 3 levels which were actually what I planned.
Damn sorry for the long one, I appreciate the critique and it helps me figure out what I want to add to the game <3