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Yeah... I'm beginning to realize the game's difficulty depends a lot on you being me- someone who knows what's coming next and exactly how the balloon moves in certain circumstances. (Though, it's intentionally both difficult and super quick to restart.) If you're struggling with reference frames, you *can* get through the game while hugging the stationary walls enough to see them.

If I make a post-jam version, I may reduce the size of the world as a whole to effectively boost the camera's range, and probably slow down the obstacles greatly. The camera is your greatest ally here, and the resolution limits your ability to use that ally.

I'm disappointed that my game is too difficult... there are five levels, and the later ones introduce additional concepts and features. Though I suppose it's good that people don't see level 4, it includes back-and-forth wind which desperately needs a tell and I didn't draft up a particle system to clue the player in.

Yeah I get you, I had the same problem with regulating difficulty in past jams too. It's really hard, if not impossible, to look at your game from a "fresh" prespective. As if you've never played it. I've learned the hard way that in game jams your game should feel easy to you. Because you as the developer are the most experienced player and the one that has the most play time.