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So I'll just make a whole new comment for this in case someone else sees it, and and it helps them give you more valuable feedback (for any potential readers, I have a comment down below you can reference for the rest of the conversation):

I played both versions and my final verdict is that I like the game jam system more and not the updated one, BUT, that's because I took more care and attention with your game this time around. I saw the intentionality and design in your game this session, and I don't think I was ready to see it before when I played it the first time because the game was kind of punishing and I simply didn't give it enough of a chance. That's on me, and I will tell you I went back and bumped up your Gameplay score sizably because I think you make good, intentional choices that show strong game design skills. However, the game is also hard and has a steep learning curve at first, which can turn people off. That's why I said earlier it might be a good idea to revisit some of the obstacles you designed (all of which are GOOD, I must reiterate) and make them less punishing for a short game session, like say a game jam. The part where you have several sloped islands to jump on was the first major road block for me and it stayed a major road block every time I fell back down (watermelon 21, for reference). I would personally tone that one down a little and save it for a little later in the level. Maybe someone else would feel differently and had no problem with it, though. Take this part with a fistful salt. I found some shortcuts that made it easier to get back to where I was, but it still felt like it a bit punishing overall.

Ultimately, I'm glad the game jam version encourages one to slow down and be methodical about the next move. Once I realized that, I did do a lot better with the game. The updated version was easier for me to navigate, admittedly, but I think it's because it makes it more similar to platformers I'm already familiar with. I do not want to ask you to box yourself into that system, and instead I encourage you to go back to this and think about how you can make it even more "you" because I really liked that aspect of your game once I got to know it better. The game has a stronger identity that I gave it credit for and tells me you have a lot of potential as a developer. 

Anyway, I'm glad I revisited this. Actually one of my favorite entries now. If you're a player reading this, give the game a fair shake and you won't be disappointed. 

(+1)

You're a legend wrong way games, this is the most in-depth feedback I've ever received in +10 years of participating in game jams.  I agree with balancing on the easier side for jams, and appreciate all of your thoughts, very kind and flattering. I enjoyed your game as well, and look forward to checking out some more of your portfolio :)

I’m glad you found the feedback helpful! It was sincerely my pleasure as I feel like I learned a valuable lesson from your game. 

If you do go through my portfolio, I hope you enjoy seeing my gamedev journey. It’s a lot of unfinished work and growing pains abound, but I like being able to look back and see how far I’ve come. I look forward to looking through your stuff, too, and seeing future games from you. :)