Really great concept here. However, I felt like it could have been polished a little better. At times it was almost impossible to direct the character exactly where I wanted them to go
I'm honestly not sure how I actually solved the level in the clouds lol.
That being said, loved the design of some of the other levels. You indicated pretty well how high a character can actually jump. The spiders were also a really cool element, and zooming in to not see them was very cool. You were able to teach all of this without too many words and mostly through gameplay which is damn good.
Viewing post in [Out of Frame, Out of Game] jam comments
Thank you playing and for the feedback! We thought of putting indicators for the player's "plans", but ultimately forgot to include them when we tried to squeeze in more levels. An example would be showing a thought bubble with the goal over the player's head when the goal is visible on screen.
The player's actions are based on what can be seen in the camera. In some of the levels, the player would jump towards goal, but would go the opposite way if the goal is not visible or if the camera does not show the top of the wall (the player thinks that it cannot jump over the wall).
In the last level, the other platforms are in a different distance from the camera. Panning changes the alignment of the platforms and enables the player to jump on the platform with the goal.