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(+1)

Hey,
Actually I don't mind criticism, so long as it is constructive :)
I am sorry that the controller part didn't work quite well for you. I just didn't have any way to test it and make it work for any controller.

The level design is made of premade chunks placed semi randomly (harder chunks spawn only from a certain height onwards), although it is true that said chunks could be more polished and balanced.

For the menu navigation with controllers, this (also) went untested, I couldn't caliber it for controllers.
As for switching options it was actually designed to not allow going from C to A, because I had some bad experiences with menus like that in the past, but I do understand that when done right they do feel better. (I think I'll change it to that after the jam)

Finally, I'd like to point out that what you think is fire is actually sand (also, fun fact: "ammos" means "sand" in Greek :D)

Anyways, thanks a lot for all the feedback, positive as well as negative, it helps me make better games in the future :D
I think I'll try changing the controller mapping after the jam, but I can't guarantee it'll be 100% perfect.