Combining all 3 modes was really interesting and it felt satisfying to start piecing together the best way to tackle a given scenario. For the platforming mode, I’m not a big fan of when horizontal character movement stops as soon as input stops. However I do appreciate coyote time and jump buffering being implemented, and the ledge grab is very convenient.
I’m not sure how I feel about RNG in turn-based tile puzzle games, but maybe that’s just me being burnt out from games like Into the Breach lol. I found it frustrating when I thought the situation was in the bag but suddenly 2 extra portals would spawn. Also it was only while writing this review and looking at one of your little gameplay GIFs that I realized that each enemy on the screen spawns a spike ball at the end of the turn—I was confused about why spike balls were seemingly spawning at random. Perhaps some way of indicating what’s coming up would make the experience less blind for players.
I love the sprite art and chill music. I’m curious to see where this goes if you do decide to keep working on this.