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(+1)

Wow I'm glad I stuck with it for as long as I did. As a massive platforming fan I must say though controls are a bit wonky and get some time to get used to. I wish there was coyote time and I wasn't catapulted by some random invisible pixels in the ground from time to time. This is the first game from this jam I didn't manage to beat. First I played on Web build and got to this part, due to the issue with the character sometimes being lifted off from the ground by invisible force was almost impossible and killed me over and over. That combined with the first part of the puzzle where you simply have to wait for the moving blocks to get out of the way made a very slow and tiring process.


I decided then to give a chance to Windows build since you guys recommended it and I enjoyed solving puzzles up to this point and was curious what you guys made next. Sadly, even though the Windows build did run better I encountered two crashes that wiped my progress and forced me to start from the beginning. I gave up at this point but I will be happy to come back and give it another go when you polish those technical problems.

Now I know it may sound like I had a bad experience and came back with negative feelings about the game, but quit the contrary, I really enjoyed the game and wish I could play more. The puzzles are clever, not too hard not too easy, Some of them made me think for a second about what to do, but never for too long to make me frustrated or lost. It's amazing how much you were able to build from and around  just this one simple mechanic. Reminded me a bit of Teslagrad. 

The music was also great and helped me to relax while playing. Overall I did enjoy my time with your game, I just wish it was more polished as my main gripes are with technical problems and not the design of the game. Still you guys get a high score from me and I'm waiting for a patched version after the jam ;)


Also thank you for playing our game. 

(+1)

Oh my god thank you so much for all the kind words! I'm glad you enjoyed it! 
I tried making the controls feel as snappy as possible without resorting to using a kinematicbody (to which I've received complaints that it is *too* snappy), but I do think that there was always room for improvement there.
I also wanted to add coyote time... but I forgot, it is one of the things I regret not adding to the game (as well as only enabling wall clinging after the jump button has been released, since there's an issue with jumping next to a wall), I will however add those features post-jam (though unfortunately I do not think  will continue this project, but I will be leaving it into the hands of one of our team members, as they wanted to learn coding, and I figured messing around with a complete project would help them)
The catapulting is a result of weird tilemap collision, this is an issue that has followed me for 3 years through different engines, I've asked everywhere how to fix it, and for solving this issue on unity I have found an answer (though long after I've switched to godot), but no solution has yet been found for godot.
I also have been debating whether or not to replace the moving platform section of the room in the screenshot, but I've decided to keep it because.. well to be honest I just didn't have the brains to think of anything else lol.
And lastly, I am terribly sorry for the crashes on the windows version, I thought I'd fixed it, but for some reason it only crashes on the export version, but goes smoothly in the editor? I still have no idea why this happens, but I am working on it currently, and hopefully this will be fixed before the end of the jam.

Thank you again for the feedback and for playing our game! This means a lot to us, and personally I had a big smile on my face reading this comment.

(+1)

What shape of the collider are you guys using for the main character? If it is a square or rectangular one I would maybe recommend using something more like a capsule shape, anything with a rounded bottom.  Colliders can be a bitch. Also, make sure that whatever engine you use  doesn't render each tile as it's separate entity but creates one big massive collider for all tiles that are next to each other.

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The collider used to be a rectangle, but i made a capsule so instead of completely stopping (like you sometimes can get stuck on the ceiling) the player feels a light bump instead. unfortunately, that small bump can also mean death in zero gravity or low gravity.  And from my research it seems that godot automatically optimizes tilemap collision to be one shape instead of each tile being its own. I am still searching for a solution to this

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Really weird cause we literally had the same issue with our previous Brackeys game Descent. The shape of the main character was a square and we changed it to a circle and that helped. Eventually, we stopped using unitys rigid body, even though we still make our games in unity. My friend and programmer (who sadly couldn't join us for this project) got so upset with issues like that he rewrote completely the entire physics engine to suit better pixel art platformers we usually make.