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Of course, no worries!

For the movement, I'm not a big platformer player (let alone developer), so I don't exactly know why the movement feels restricting, if I had to guess it would probably be that the air friction is too high thus making the player feel like a brick "flying" through the air when jumping. For a more in-depth ... thing, i'd recommend Game Maker's Toolkit's platformer toolkit thing.

The package could've been like a crowd control tool. Sure, that way its getting into a more 2D Metroidvania or bullet-helly territory which you may or may not wanna get into depending on your ideas for the game, but like having the package a "shotgun" or a bomb or something that explodes into many letters, thus satisfying the letter cravings of a mob of people. Or just a simple "get out of jail" card where if you're corned by a bunch of them you can just throw the package to calm them all.

Tbh the level design itself, while funky, I wouldn't really have an issue with in a game jam if restart wasn't mandatory for the levels. 

One more thing is that, the tutorial is basically the whole game. Like, once you complete the tutorial (and / or level 1), you basically saw what the game has to offer. You saw all the enemies, all the scenarios that could happen, and the rest of the levels just exist for no reasons. Mario franchise does this really well, where every second level brings in a new mechanic, and the level after that expands on that idea a lot. Then another new idea, another expansion, so on and so fourth. But yknow. There is only so much a person can do within the game jams' time window, these are more like ideas to play with for future games.