This is a really fun puzzle game! I love the minimalist art style, and you have great animations and visual effects for pretty much every action the player can take. Your in game tutorial is awesome, and I had a blast trying to get the optional stars!
A few pieces of feedback: I think the tutorial room teaching you the shockwave could be worded a little differently. I thought the message about shockwaves being created when you fall 2x your jump height meant that when you land, you can then jump 2x as high. I spent a while in that room trying to get the high jump to work before realizing that's not what it meant.
You've got great juice when it comes to art and sound, but this game is BEGGING for a pinch of screen shake when you cause a shockwave to really sell the effect.
I think this jump in particular is really tough, especially if you miss it you probably need to restart the level. You do seem to have some coyote time and jump input buffering, but they act either inconsistently or don't behave how I would expect. An adjustment to the coyote time should solve this jump issue.
Excellent job!
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Thank you for the through analysis and kind words! First of all, I have to say YES camera shake WAS in the to-do-list since the beginning and it got postponed over and over again until it was too late 😅. I probably still had time to implement it at the very end of the jam but the game ended up not having any sort of camera control and I didnt want to touch anything that close to the deadline.
The tutorial room felt "good enough" but I actually didn't like it... It has too much information written without being absolutely clear about how things work, and it can even create confusion such as that one that happened to you (and now that I think of it, it really is confusing because the image of the player jumping at 2x jump high is of him going back, like why?). Maybe I should have made it go slower, making the first levels with just the falling mechanic and then having players figure out that jumping would help too (because its kinda obvious and now I kinda hate that I didnt do it that way lol). Also I could've used the blocks to communicate those heights (basically 2 blocks = 1 jump and 4 blocks = shockwave high)... the point is it needed more care.
About coyote, yes it has some sloppy "coyote mechanics" but only for jumping and yes this is the biggest complaint players justifiably had. For such an important feature for a platformer, it kinda sucks that I overlooked it, but that's ok, I'm pretty inexperienced after all. Its amazing how much I'm learning in this whole jam experience and this is why those comments mean so much to me. So thanks again!