Deceptively cute, secretly evil game :laughing:!!
I was surprised by how good some of the puzzles were, and I appreciated that as the game went on, there was a greater emphasis on using your powers. Initially I could just hop onto the moving platforms, but as it went on they got faster and I had to freeze them and unfreeze them. Same thing with getting rid of the enemies. These mechanics reminded me of Prince of Persia Forgotten Sands, which is a puzzle platformer that has similar freezing / unfreezing mechanics.
I was also surprised by how much content there was, considering it is a game jam. I didn't even finish the game but spent a good 20 minutes and felt like even the first few levels were more than enough for the game jam.
The art is very cute, and I know you guys used SFX and music from other sources, but they still fit the game well to create a cohesive cute aesthetic.
I was surprised by how good the AI was, I felt like it was smart and fast and impressed that it could follow me pretty well.
I wanted to keep playing past the 20 minutes because honestly it was a very fun game, but there were a number of things holding back my experience and I want to voice those here so you guys can improve your game, as I feel like this project should be continued.
First of all, the controls are a little bit awkward. Rather than switching your power with E and Q, I would have done something simpler:
1) Either put fire on LMB and ice on RMB (or vice versa)
2) Or make the power switch a toggle, so you can toggle between ice and fire both on E, Q, or RMB. That way I don't have to use two separate buttons for both. I could mostly look past this, but I feel like a lot of players will be turned off by it a lot.
Secondly, I think a more flexible jump which allows you to control your jump height and duration would have helped a lot with the platforming. In other words, right now if I press jump, it seems that I go up and come down a predetermined height for a predetermined amount of time. Instead, I would like the character to only go up while I am holding jump, and once I let go I would like it to drop down quickly. This will not only make your character feel more responsive, but also actually give your player more fine tuned control over where the character moves, which will make the platforming feel smoother and more fair.
Thirdly, colliders!! The colliders are too big for the tiles / enemies. As a player I want the colliders to be smaller than the actual sprites (let's say 60-80% of the sprite size) so that when I touch a platform or touch an enemy, I have a bit of leeway. There were so many times where I got caught on a corner of a tile and fell down to an enemy and had to restart a level. Same thing goes for enemies, it is too easy to just barely touch an enemy and then die immediately.
Thirdly, considering that you die after messing up once, the levels are too long. Too many times I messed up executing something or got hit by an enemy and had to restart a level like 10 times. It really slows down the game for the player. Either make levels shorter or add checkpoints.
Lastly, I think you have to make a decision - are you more of a puzzle platformer or precision platformer? If you are precision platformer, then feel free to make the player have to jump in specific places and move in specific ways and have that be the focus and the main challenge of the game, and don't make the level design too puzzley. BUT, if you are a puzzle platformer (which I think you are) then get rid of the need for super precise movement. There were too many occasions in my playthrough where I knew the solution to a puzzle, but felt that I had to execute a jump perfectly and it was very easy to mess up. If you require fine tuned execution of the platforming, then you get in the way of the puzzle aspect.
Thank you for reading through my rambling feedback if you got this far. I did really enjoy this game, and I hope this feedback helps you continue developing it. Great job.