You are definitely right! At least some music in the background.
Thank you for your comment!
Really nice entry, the character feels really responsive to the input, you always feel you have the control, while maintaining a quick arcade sensation. The level design and visual aspect of the game is really well done, the arrow compasses for the objectives made clear what the objective was.
I had some problems with the camera, it seems the player and camera aren't in sync in terms of updating their positions, so it creates a big of jaggedness on the image. The player is also placed a bit after the middle part of the screen, so the amount of map I see above the players head is higher than at the bottom of the player.
A camera that can move a bit around the player (right click, direction of player to mouse) could maybe help with those jumps towards lower grounds.
Hope you keep on making levels, they were very fun to play!
The user interface, controls, and camera feels good!
In terms of game completion, the game loop is there, main mechanics are there, but there isn't enough content to show the mechanics and systems in depth.
In terms of development, I would have allocated more time for mechanics and content, a single huge level with everything you would like to show, and less times into making the UI and Main Menu.
Good entry, keep on going!
I am glad you liked the physics quirks, it still does very weird things unfortunately.
On the camera, it is waaaaay too rigid! Due to the lack of time and because of the level design, I needed a "work everywhere" solution, so I ended up going for that behaviour.
The level design process was quite improvised, my first time giving a go at the terrain system, and creating the roads led to too many turns. I would say that to maintain that "do your own path" through using the jump and dash, there are way too many objectives on the map the moment, so you always end up following the road.
Thank you for your comment, hope you had a good time playing!