Only thing I don't like is the wind being different from what the visuals are showing. The Wind in my mind when lining up the jumps for the first time was going to act like traditional wind physics in video games, where the strongest momentum of the wind occurs at the bottom closest to the source of where the wind is coming from. However in this game the wind actually is the opposite and the strongest point of the wind is at the peak of the visual. This meant that instead of trying to land low into the first wind plume to send u far enough up to land the jump, you had to hit an entry point near the top of the wind to land u at the correct height. Too low doesnt make it (obv) and too high bonks your head. the second diagonal plume of wind sends u in an upward arcing pattern so instead of full jumping to make sure u land in the wind, the actual solution is low angle with fast horizontal speed which was very doable but the platform u jump off of is tiny so its hard to get enough horizontal speed. In a Foddian game this misleading wind can be frustrating cuz it can lead to a loss of progress that seems unfair to the player and not their own fault of skill. For me it was trial and error and I think my quick understanding of the wind made it not frustrating but I can see a player with less knowledge of game mechanics getting stuck. Other than that the game is beautiful the jumping and momentum arc mechanic is amazing. I think it has potential to be really fun with a big level! Nice work everyone!