That is some constructive crticism and you're right about everything, this was our first game jam and we had many issues while doing the game and for some reasons the collision issue only appears with some people, I personnally don't have it but the artist does, some other don't and when we found out that there was some serious collision problems, we already had submitted our game with 10 minutes left. I wanted to precise that we aren't native english speakers, this explaining the error of typing "dice" instead of "die". I also completely agree with you on the bad levels, we had 2 hours left and the only level was the tutorial that i made in the very beggining so we rushed our levels and we are very upset about it. The second screen was made purposefully so you learn what number does what, i understand that this isn't the best way to do it but i think it's still better than a big wall of text. As for the movement is found it pretty responsive and good but it seems like everyone has their own preferences.
Again, I completely agree with everything you said but i just wanted you to know that if we had a bit more time we could have made some really interesting levels and be overall less buggy. Thank you very much for the very detailed feedback !
Viewing post in Cheatin' Steve GMTK Game Jam 2022 jam comments
Frankly, a lot of native English speakers get the difference between "die" and "dice" wrong, until they're informed otherwise directly, so I really don't blame you for that.
The movement on the ground was fine, and I think the issue with the movement in the air was more about the hitbox interactions, looking back on it; that would definitely make me feel they're stiff and unresponsive if there's more blocks where there were hitboxes that you collided with that wasn't meant to be there.
I do think that there's a lot of promise here, and I think you could do a lot of neat stuff. Looking forward to what you do next.