Nice game with simple shapes and powerups - it serves are a good foundation or prototype for other work as well. Level design is fine but I’d have loved to see more shortcuts to get back up based on what powers you had available, especially the dash early on. A lot of time can be spent climbing up the initial ruin. The biggest issue I’ve had is that dashing (and moving can ‘bounce’ off surfaces instead of stopping, particularly if the surface is curved (wall or vase). The lighting setup does a lot of work in adding to the visual appeal - even if at some angles it can be hard to tell when an edge above you stops and a wall begins if the base colour is similar.
Making me jump on teeny tiny blocks in the shade was a bit mean though. I realise it’s the last set but I got jump fatigue and could see my progress decreasing.
Finished the game. The tablets were one or two too many clicks to get to, to feel like reading in the menu though.
Volume sliders are always good to add.
There are some instances where the character can get stuck between bits of rock/debris, softlocking since you’re unable to get out.
The jumping feels slightly stunted at the top of the jump arc some how. It might be solved by adding a small amount of hang time.
There’s a couple of edge cases where I accidentally walk off a ledge and so jumping immediately goes into a double jump. This is fine.. but if it’s something you felt would be good to rectify a coyote timer is useful for these kind of situations.