Hold Time by Local Minimum 2022-04-11T01:15:36Z
So the problem for this one is its really unclear what the goal is and why the controls work the way they do.
An improvement on the aging system would have been to let each age group have a different bonuses or drawbacks, like younger age has more time, adult can jump higher, old has less strength but can manipulate time better etc. etc.
I think for unique mechanics like this, you should always prioritize how you could convey your mechanics to the players as simple as possible. I think even how great the mechanic is, if the players don't understand your game they might just get frustrated or not play very long. One of the best way, I think, you could do this is by level design. For example, at the very start of your game you can focus on just teaching the players the jump mechanic first before introducing the time mechanic or the butterflies afterwards. This lets the players digest what the main goal is (which I assume is to reach the flag) against the minor goals/mechanics.
Also, when designing levels and objects on your game, objects should also clearly convey their purpose. Which ones are the platforms, which ones are just interactable, and which ones are dangers. A simple way I think is to have contrast in color or shape design. Art doesn't need to be super complicated, there's a charm on having an art style like this. But building off on top of just basic shapes and compositing them rather than having complicated lines and curves would be better.
Hope this was helpful, thank you for submitting. Great job!