Thanks for the feedback / playing :)
Unfortunately it looks like it's a quirk with unity. When bringing in tiles, sometimes unity brings in parts of the tile next to it, for a lot of them, it was a empty field resulting in tearing, not a hard fix.
Would be something I clean up in the next iteration.
One of the final cards greatly helps with jumps as it adds some floatiness goodness. The "hope" was to show the maximum normal jump early in the game to give the player a feel of how far they could physically jump on their own prior to having any danger involved. Most big jumps i aimed to have a checkpoint prior to save some frustration.
"originally" the player had 3 lives and it was super unforgiving when you got to the boss and died and had to completely restart the game.
Although when I swapped it, I tried to crank up the difficulty in some locations (last minute so not exactly balanced) to make up for the multiple checkpoints
I had plans / mechanics for a few more cards, but just ran out of time so i tried to polish what i had. Definitely a game i will try and clean up and make a decent demo of in the future