Thanks everyone for the kind comments !
@croze I made the collision detection as a mix of Unity's collision system (for actual collision with platforms) and one I developed myself over the 15 hours I worked on this lol (for pickup up pickups, collisions with spikes and ennemies, collisions with key blocks (the destructible kind), and for the detection of being on the ground/being able to jump (which I did not put at the same thing... for some reason ? I don't even remember why)). So it's a bit wonky (with sometimes you not being able to jump if you're on the side of platforms, and the Unity tilemap system messing with everything lmao), but it kinda works, which is a miracle honestly. I plan on removing the Unity entirely from it to make it better.
@tod-semple I'm glad you liked the idea ! The game is made to be hard yeah, in a puzzle die-and-retry fashion.
@prismapunch Thank you ! I actually wanted the controls to be fast and responsive, which they are, maybe a little too much lol I'll have to reduce the air control and make actual animations that should indicate where you are better. Fix the collision system as well, sometimes you hit the ground before you're supposed to lol. And actually, the "holding down the spacebar for infinite jump" glitch is actually not a glitch but the main mechanic ! To finish all levels you need to hold it down to du multiple jumps with one key press. You can check on the walkthrough video if you want to see the solutions for all levels.
@kaliuresis Thanks ! The "bridge" of yellow and red key blocks is arguably the worst (and most hated) part of the game lmao, due to the inconsistent nature of the jumps and collisions. If you take only one key and stay on the blocks of the other color only, while crossing the spaces between each one by one at the right timing, it's way more consistent and easier. I tried to put a coyote jump mechanic for the player to be able to jump just after leaving a block, but because of the collision detection that considered you exited the block juts a tiny bit before the edge, it just counteracted this lol, I should change that. I made the last level like 30 minutes before the deadline lol, so I didn't have time to make it as interesting as I wanted with the amount testing it required. Originally, I had planned for a yellow key to be in the exit tunnel, but it went out of my mind and I forgot to put it, it would've made the level too hard though so that's probably for the better ? Sincethis level is already tricky, I felt like 5 key presses allowed players who are not very good at platforming to stop and think and time their jumps better, making it easier for them (but you can still complete it in 1 space press, which was the original goal, without it being much harder yeah) I wish I had made more levels with the strollers/spiky pigs that made more use of the mechanic, I'll probably try to turn this into a fully fledged game that use their mechanic more (they are just moving spikes though, nothing crazy). A minimum presses leaderboard is a crazy good idea ! I'll definitely implement it if I put the game on Newgrounds. I might even try to do something similar to Opus Magnum, with multiple leaderboards, like a speed one, a minimum presses one as you said, a minimum separated ground hits... Thank you so much for your constructive comment, I highly appreciate it !
@aucguy Thank you ! I tried to add a bit of a puzzle challenge, since the main mechanic felt appropriate for this, especially for the fourth level (the one with the 3 keys, my dad even thought it was impossible at first lol). I'll try to make the player controls better in the future, as a fan of platformers I might have made her too hard to control for everyone to be able to enjoy the game lol. The graphics weren't really my main focus on this lol, I wanted to make changes on the solid tiles' color but I didn't have the time to sadly. I'll keep that in mind. What do you mean by the tutorial ? The first level or the walkthrough video on youtube ?
Thank you all again for your comments !