thanks for playing, and for all the feedback!
judging from that screenshot, you ran it at 720p with native 100 % resolution scale. I think you could have reached 30+ fps with bilinear 25 % resolution scale, but I realize that I made that option a bit … obscure. this was my first time experimenting with raymarching, so there’s definitely room for performance improvements. I’ve figured out a few optimizations since the jam ended, and I hope to eventually make it run at 60 fps on your grilled potato!
anyway, you reached the final level. there’s a tiny little “reward” if you reach the top, but you’ve pretty much seen it all already. about the triple-jump, it’s very subtly implied by how you stay a sphere until all jumps are used. also, that level is beatable by just double-jumping, so the triple-jump was mostly meant as a secret to discover. that said, I’m definitely tweaking that level to make it less punishing — it was made in an adrenaline rush 1 hour before the deadline so I’m sorry about that lol.
I had a lot of ideas about more mechanics I wanted to implement, I just didn’t have enough time. I plan to expand the game in a post-jam update. I’m also working on reducing how precise you have to be in general. thanks again!