The movement was pretty fun, you could probably build upon this easily with mechanics like dash or wall-jump if you decide to expand on it.
There is an extreme jump in difficulty between the three parts of the level which could frustrate the players since there is very little opportunity to learn the movement beforehand. The timer emphasizes this - I think an option to toggle it off, as well as adjusting level design for a more gradual difficulty curve could work well to make the game feel more fair
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thank you for the input! thinking about it, that's probably right! making a tutorial stage should probably help as well.
Since I was going for a more vertical experience I was thinking about messing with slow down mechanics, so the player could trade speed for precision if needed
thank you again for your time !