I liked how the game built up the achievements you could unlock and hinted at the problem of a no-damage run. The final boss fight was tense and I was able to 1 shot it, so the patterns were tuned pretty well so that you could learn it. I also appreciated that holding the jump button just before landing on the ground would let the player chain jumps.
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Thanks! Yeah, building up the achievements was definitely a key idea, and we’re pretty happy with how it turned out. Well done on the final boss, and glad you found it to be well-tuned!
Our jump physics, although overall far from perfect, did have some concepts built-in to make them feel a bit better. There is a few frames of jump buffering, as you noticed, and also a few frames after running off the edge that you can still jump (“coyote time”). Glad you appreciated them!