@ixchow Yes, the controls are awkward. The initial code was bad and I've reworked it to be more responsive and also fixed so that the ground doesn't feel so sticky. I will upload a new build after play and rate period is over. My initial plan was to have multiple types of platforms but I realized that I wouldn't have time for that so I cut it from my design in the planing phase. I like your ideas and might incorporate them if I continue working after the compo.
@apples-mmmmmmmm Thanks for the links! I will definitely check them out and try and make my platforming better. I've changed some things already and that have made a huge difference: switched from capsule collider to box collider, added better code to see if the player is grounded, change the color of player character when it's grounded and can jump. My goal was to make interesting and "gotcha" levels of increasing difficulty. Too late I realized that I had played so much that I could breeze through most of it.
@freeworld Yeah, the materials are sharders made in Unity Shadergraph using the universal renderer. Download the unity package and see how they are made. Spent too much time on them but it was so fun!