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Damn this is an absolutely wild interpretation of the theme. 

I dig the floaty physics, but there was something about the movement that felt uncooperative. I can't exactly pinpoint the issue, but I kept feeling like I wanted more fluidity. Small things like the basic jump (tap space) isn't high enough to jump the game's standard height of 2 tiles, or the accel/decel on-ground creates a laggy feel (as opposed to fluid).

I made a very similar game a few years ago, and faced similar problems. I remember solving them (at least to my taste) by giving the player a fast initial velocity, long uptime near the peak, and then a slow descent. (I changed the gravity based on vertical velocity). This gave the player a lot of floatiness and control mid-air. I coupled this with two or three additional mini-jumps mid-air (tiny boosts to upward velocity). I also gave a lot of extra coyote time and whatever the opposite of that is (snapping the player onto a landing platform if they're close enough). Since the movement was important to the game, my philosophy was to give the player both a powerful feeling of flow state (with the floatiness and affordances) + airborne decision-making (mini-jumps).

I'm not saying I did it right or you should do what I said, but hopefully this may be of some use.

The intro art is pure fire and the player sprite is super cool as well. Played without audio so sorry can't give feedback there!

Wish the team all the best in upcoming jams. Keep making cool stuff everyone!

Thank you so much for the detailed feedback!

I think the game definitely would've benefitted from several more iterations on the whole feeling of movement. Little things like getting caught on ledges, or lacking that "snappiness" you described when getting back to a grounded state definitely stood out to me in my rounds of testing.

To be honest, I'm not totally sure what the game's movement identity should be (which is maaaybe a little questionable, given it's a platformer). Approaching it with some fresh eyes after some time away probably wouldn't be a bad idea, and it'd help pin down how the movement and combat elements of the game should align with each other.  I like poking enemies and running through them, but there's a lot to refine (in both mechanics and design) if that's where it's going to go.

I appreciate you taking the time to share the design that worked out for you. If you have a link to that game, I'd love to check it out! It's always great to see more ideas and broaden my horizons.

(+1)

Ah sorry man I tried searching for something on my drive but I never put it on the internet anywhere and I must've switched 3 laptops since I made that game. 

Glad you liked the art.  I wanted it to stand out and look very inviting. Something I would want to play in style of arcade games.