Very good use of limitation, well polished, my criticism would be that there doesn't seem to be much beyond dying to advance the platforming? Like if you have to die on each one of the spikes, it can become repetitive because you're repeating the same level N times until you die enough times to reach the end. I'd like to see something where maybe dying punishes you and blocks off an easier route, which makes you have to take a long path around. Or a golf-score system, where each time you die you get a strike, the goal is to get the lowest score at the end, so there's incentive to find alternate routes. The checkpoints and sawblades sort of address this though
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Halfway through making it I sorta realized that dying 200 times and having to do it over and over again wouldn't be the most fun thing in the world but at that point, it was too late to make any changes
so after that, I kinda just gave up on trying to make it “good” so I've been surprised that people are calling it polished