What a wonderful jam game. I enjoyed this so much I played through again as Shadow Finn! The entire aesthetic is very cohesive and just flows so smoothly. I love the art, animation and sound design. The first time I reached a grandfather clock and got to hear the victory jingle I too was celebrating. The momentum you can build off of a wall jump was really satisfying when I was able to nail a section just right. I also love the twist on the final level of needing to hold back and let the platform go a bit before jumping on so you don't waste those pickups. Oh, and those pickup sfx ... so satisfying.
A few small bugs, they didn't crash the game or anything, but I did notice:
- My first runthrough I tried in speedrun mode, but on level three my timer was at 0 and never changed.
- I kept going, but on level four I picked up the shadow clock but never got the sprite extension telling me I picked up 4 of 7. I was worried it was an issue, so I restarted the browser and played not in speedrun mode.
- I ran into the same issue on level 4 . I picked up the shadow clock, but didn't get a notification like the previous three. I died on purpose, tried again ... same thing. In the end it didn't matter, the game was keeping track, so I figured maybe you're missing some trigger on that one, but then odd enough ...
- I tried speedrun again, and this time on level 4 I got the pickup notification. And the speedrun timer never timed out or reset to 0.
- On level five I believe, the one that starts with the rising saw and clock you have to walljump to get ... sometimes I would die and it would restart, but it's like the transition was catching up and it would immediately restart me.
Again, none of these broke the game or ruined my experience at all. I had a blast with this game. But I wanted to point them out in case they weren't already on your radar.
My only readability suggestion I would make is to use one shade up on the spike tips so they stand out more from the rest of the environment. Everything else was such a good read, I'd often find myself just running right into the spikes (the blades have the subtle green partial outlines, much easier to see), which made completing the levels sometimes more about memorization than quick reaction ... and that's not as fun. The level design was great, nothing to change there, but better readability on the hazards would be appreciated.
Overall. Awesome entry. I was watching this develop with anticipation on Twitter and you two did not disappoint at all. Thanks for sharing.