Great job on the visuals and the aesthetics! The movement was difficult to grasp but not impossible.
The music was perfect for this.
As a concept, this is beautiful. The systems that you implemented here are interesting and executed upon very elegantly. You are clearly a very talented programmer.
Not downplay your efforts, but I wouldn't really consider this a game. It gives me more technology or computer graphics demo vibes. With that said, it isn't the most fun thing to "play" but I am still fascinated by this little world you created.
Some things that would improve this "game feel":
Awesome work. Excited to see what you make next!
Hits the nail on the head for the jam theme. The "slow rotation" mode should probably be the default.
You can scale the difficulty by giving the player increasingly irregular polygons. This added difficulty can then be eased by adding a "flip" mechanic that allows you to flip shapes.
Very easy and intuitive controls, solid execution and a clear artistic style. Gets boring and repetitive pretty quickly, though.
Can't wait for Tony Bar: Soap Skater 2.
The movement was difficult but not impossible to get used to. The map was well designed and the challenge was very unique.
The style was well executed and consistent throughout. I feel that the game does the jam theme justice, but more than that it was a lot of fun, the most fun game I have rated so far. I got very sad seeing my little bar shrinking!
The map feels gigantic (infinite?) There is a clear lack of something like a minimap or an attack + indicator. It is unclear how much honey per second I am producing versus other resources.
The tooltip font is too large it doesn't scale well on all screens.
Very cute and cozy with a lot of potential for fun improvements. Kind of a loose use of theme.
There isn't a definition of "poison" which made it hard when I got to the frog phase and the flies changed color. The game is pretty unforgiving. A 3 stock system or health bar could be beneficial here as the unforgiving nature contrasts with the cozy feel.
Good play on the jam theme, loved the music, the art, and the overall composition.
+1 respect for developing this in Rust.
I enjoyed the art style. The character movement was ok, I found that if I kept holding space when I landed the character did an akward "bounce". I initially thought that was a feature but it wasn't enough of a bounce to get me to the next platform.
The sticky note levels were cool but it would have been nice to see this picture clicking mechanism utilized with more creative level design. You're on to something with that bit!
Good job!
17 deaths. A very interesting core mechanic that I have never seen before.
Interesting platforming challenges that make good use of this unique mechanic in the core gameplay. Doesn't feel overdone or cheap.
It is hard to remember which key makes what box big and what box small. Some kind of visual indicator could have benefited gameplay here.
Could be a skill issue, but the hitbox on the spikes just doesn't feel right.
Solid game that compelled me to keep playing! Good job.