While the premise of two magnetic characters is interesting, and the art is undoubtedly good, the presentation and execution of the concept lack polish and feel underdeveloped.
The most jarring part of the game are the controls. There's a lot of input lag, the characters take a while to change directions, the jumps don't feel predictable, and the "throwing" mechanic lacks any indication of where the character would land. A simple curved arrow would do wonders, and make the whole experience less "trial and error".
The concept itself feels a bit too simple, and the "two characters" gameplay doesn't do anything new. Try experimenting with the premise of "magnetic" characters. Maybe you could have the two robots attracted to each other? Maybe there are magnetic surfaces in the level, and the robot of same polarity would be pushed away, while a robot of different polarity would be "stuck" to the surface?
The presentation lacks a lot. While the art is really nice, the camera placement is awkward, the environment isn't layered properly and "melts together" optically.
My bit of advice would be to better plan out the team. I didn't like how three people on the team did modelling work, this should've been reserved to one person. There shouldn't be any overlap in a game jam team, unless the game is fully done and needs finishing touches only.
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Thank you for your detailed feedback and suggestions! The idea of including magnetic elements in the environment is pretty good and could be a good addition if we were to expand the game, and we considered adding the arrow indication but ran out of time to include it. As for the background, it's one of the first things we'd like to touch up if we were to make a 1.0 version since we noticed that the platforms blended together a bit.
Regarding the size of the group and the way we divided our responsibilities, we find that our group was very well balanced and that noone was missing, or wasn't needed. All team members were busy until the game was uploaded and got a similar amount of resting time, not to mention that 3D modellers didn't only make 3D models, but rigged, textured them and placed them into the environment, and also took care of other aspects in the game like we indicated in the game page. Some of us have participated in other game jams and we consider the fact that we managed to complete a game in time, without pulling all-nighters, and in a relatively stress-free situation throughout the whole process, a pretty big success :)