I can't give a proper rating to this game, due to really bad jumping mechanics, is just bad and it need to be changed or something, it makes jumping a nightmare, sometimes it even feels like is luck based..
Was it on purpose that in the first area my character appears to be jumping to the building in the background and foreground?
Also.. I'm not the big fan of the jumping mechanic in this game... it feels wrong.
Uhhh... The fuck ?
That set of falling blocks was one challenging stage! Almost gave up for a while there (I think certain lag might have impacted my performance too), but I'm glad I persevered! In the end, it's an inspiring venture. You jump to the moon! And on the moon, for some strange reason you can't jump so high? ;) I like the symbolism at the end... whatever it all means. If it's a literal rebirth, or a transcending your skills, honing your craft till your really learn to fly, or... running so much, until you realize you were just buzzing around, when you really should've slowed down and and smelled the flowers so to speak? Stayed grounded. :) Great game!
The ending and aesthetic were cute, but the jump mechanic broke the flow of the game. Having to stop to calculate a jump every couple seconds in a side scroller destroys any feeling of, well, scrolling to the side. I think the main reason that the mechanic felt so uncomfortable was that it induced action in the player character AFTER the player took action. Since the run buttons induced action AS the player pressed the buttons, the dissonance between the two made gameplay feel out of sync.
Overall, I'm glad I played it. I like that you tried to create an innovative mechanics--this one didn't quite work out, but I'm sure there are other ways to create a unique game experience that doesn't dissociate the player from the game world.