Didn’t bother getting past the first level because of frustrating movement, intentional or not. It is nether realistic, gameistic nor fun. The character moves very slowly unless you start with a jump, momentum stacks unintuitively, it’s very slippery. Basically, you’re playing as a physics-based ball that looks like a human, through levels made for gameistic humans. When I discovered the wallclimb (intended or not) the game went from impossible to easy though.
Good feedback, yes there are some overlooked and rushed elements for the team it was a very good first try as most of us do not have previous experiences in game development. I can atleast speak on the level development as that was my part. For the wall climb it’s a mixture of faults. The jump function is relative to the ground layer. When I made the level I posted it in the ground layer there for everything is technically ground therefore the collisions were climbable. I also thought that leaps of faith were a neat idea because you’d have to trust that there was something there missing the jump might lead to a reset but atleast you’d learn and possibly have fun with the gap in information. I’ll make notes on that and make sure the updated levels post jam are more readable.