Wonderful art and movement. I saw someone else already commented about the oddity of being able to use two jumps after walking off a ledge, but it also seems like the instadeath from falling "too far" is managed by time rather than distance, which feels a bit odd when i use my double jump and then die at a higher depth than where i used it from. I also think that the deaths would benefit from some sort of transition screen to indicate that a death occurred and hide the frozen screen - especially when seemingly sudden deaths occur from long falls. Overall one of the most cohesive and polished entries I've played thus far; great work!
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Thank you for the detailed feedback, I really appreciate it! In all fairness, I did not realise the issue with the double jump until it was pointed out to me, so I’m happy to take that onboard. Same for the instadeath and transition screen - which were not polished enough due to time constraints. Once again, many thanks!