It's not really a puzzle game, but pixel hunting game: you need to stand in the exact place and put the exact amount of force or time to the Space bar to neither fall down nor stick yourself with spikes from the ceiling. Not fun, rather frustrating. Especially when controls overall are sloppy, you slide on your feet (probably AddForce() instead of rigidbody.velocity? Not that I'm an expert on that matter ;) ). I didn't like the experience, I'm sorry. But on the other hand, I'm not good at platformers anyway. But... uhh, the first half of the game I was wondering why I had to put so much force on my Space bar to be able to jump on another platform (I was falling all the time and I couldn't jump on the higher level of the platform); on the second half I understood why you made that mechanic, but I still hated it. As someone else said: it's hard to get to the exact sweet spot of the jump force. My team actually made a platformer too and one piece of feedback was that we shouldn't made progress depend on the longest jump you can make; I feel like you could take that advice to your heart, too.
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I could probably make it... eventually. But I've tried so many times that I don't really want to try it again. It doesn't depend on my skills, it depends on floating numbers calculations errors to determine whether I managed to fit into that 2 pixels spot or not. (I probably sound very frustrated right now, and I am, just look at the picture :P ) But really, collision-dependent objects should have the size and a texture that resembles the collider.
On the good side, the piece of wood is cute and I like trees firing up when you past through them. I also think the mechanic with the past self of wood is promising, why did you put there those spikes though? ;) I liked the messages, too, they were funny.