Very well presented, and a nice concept too. The main gimick of the game (using your body as a platform) is introduced but then isnt really used as a focus in any other levels, the spikes just become platforms in your mind and you pass them idly, so you should definitely think of some new creative ways to use the idea to make the game less repetitve. Overall a beautiful game with a cool concept that just needed some more creative level design
Viewing post in [JAM] Untitled Sacrificial Platformer jam comments
Thank you!
I really struggled with level design, the spikes just ended up forcing the player to redo certain sections which can be annoying. Ive been experimenting with new levels where the player blocks spikes that fall from the ceiling, or weighs down a platform causing it to move but it still feels repetitive and boring once you've done it.
I am definitely open to suggestions
I think the best way to make fresh and interesting levels is to mix all your concepts in different ways together. If you have a bunch of cool ideas but seperate each into its own level, things can get boring quick. By making a level to introduce an idea, then mixing it up with ideas the player is already familiar with, stuff you found boring in playtesting can become really quite fun i find. If i remember correctly games like Portal do this with basically all their features.
i do also have some suggestions for features too. both moving spikes and platforms being wayed down are really cool ideas and, as i said, they'll become way less repetitve if you mix them together well. I also think a grapple hook feature may be cool, where you can only grapple to player blocks (obviously available only on some levels) which could give the game opportunity for some much larger levels. and moving spikes that get stuck to player blocks, taking it with them until they hit a wall or the floor or ceiling (that way the player has to think about where the spike will go before turning dying).
Any idea you come up with will be great with time and effort :)