I really like the concept of this game, and I think you did a good job making something with it in the timeframe of a game jam! It's very creative, though the lack of time means that the softlocks (which you acknowledged) and jankiness detract from it, and though the "Aha!" moment feels good when you figure out what you're supposed to be doing, the game doesn't fully guide the player to the solution as much as it probably should. The mechanics kind of make this hard, but most of the time, it's unclear where you're supposed to go, and even where level transitions are. I also remember that shift had to be rebound to C, which is unfortunate, because it and V are kind of awkward to reach when platforming, as well as the arrow keys being used for ladders and W and S being used for the layers instead of another, single key. Overall, amazing job! (Sorry if this feel nitpicky I just want to help give useable feedback)
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Thanks for all the feedback! It's not nitpicky, it just reaffirms some thoughts we already had that we couldn't really fix in time because of the deadline - (it was designed on the last day without playtesting LOL) - if we had some more time, we would have given it a few test runs and fixed the parts that don't have enough direction. It's a bit hard to design metroidvanias because every mechanic has to be finished before you start designing the levels, so you have to plan ahead and book time for that. Still, thanks for sticking with it and playing!