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Cool! I like the scale UI, I thought that was a really innovative idea.

The character controller is really awkward for a puzzle platformer, though. It feels like you're on ice when you're moving and on the moon when you're jumping. The puzzles were decently fun, but I would maybe swap some keys. I feel like E is more like an interact thing, for example. But congrats on this entry! 

I looked into the sliding, because I could have sworn I noticed and addressed the sliding during development and I found that while I did do something for it at base size, I didn't consider the fact that when a character is not at their base size even though they technically travel at the same speed the distance they travel is now larger or smaller due to how it is relative to their body size. 
When a character is at base size and moves, let's say half a unit. That may only be like 1/4 of their body length. However, if the character is small, then that same half a unit may now be 1/2 of their body length which is enough to change them from standing on a platform to now falling off of it.
As for the jumping it was the intention to give the jump a greater amount of airtime, especially when holding the jump button, the idea was that it would give more time to line up a landing and thus greater air control. Though, I definitely see now that there is a balance between how a jump should feel and the technical aspects of how it should perform that I didn't really consider.
Thanks for the for the feedback.