It's a neat idea with a fun monster design, but it's waaaay too hard since you can't see what buildings you can jump to ahead of time. Maybe having the perspective be from the side would make it easier to see what you can jump to while still letting you see the monster attack.
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Thanks for checking out the game, glad you liked the monster!
I went for an unexpected pov to make it a bit anxiety inducing, with high fov and a tilted sky, and to ramp up difficulty without ramping up the velocity. The experiment isn't a success, honestly, but I like were it is going.
Tried it more from the side but it seemed too ordinary looking, so I'll rather try to flash some visual clues for higher levels incoming and rely on a better wall jump system to recover from falls.