Thanks for the feedback Udderdude.
The world switching mechanic is cool and has some promise .. I think my biggest issue with it is that it can feel like you're blindly fumbling around to see where to go in the other world because you can't see it except for a small window around your character.
I totally see the problem. We try to keep the paths of each world near to each other, and to limit the changes to cases where the player is clearly stuck. Still, it is not obvious during the game.
Also, if you're in mid-jump when you switch from abstract to realistic world, your jump is reset and you go flying up much higher. This doesn't make much sense, shouldn't your momentum be preserved?
The acceleration, the speed and the direction of the player at the opening of the tunnel are preserved. Thus you can go really high if you open a tunnel from the abstract world to the realistic/low-gravity world while being pushed by a spring, for example. For a simple jump, you should not go higher than if you started your jump in the realistic world, otherwise it is a bug.
It didn't make sense to me that in the realisic world you can jump really high, while in the abstract world your jump is normal. Wouldn't it make more sense if this were reversed?
I totally agree. The visuals do not reflect the physics in the current situation and should have been switched with each other.
There's also little to no unique landmarks in each level, and the level layout tends to be rather same-y, so it's hard to tell exactly where you are.
I wasn't able to clear level 2 because I missed one of the yellow thingies and couldn't find it .. D:
Also, the music started to get really repetitive after awhile.
Well, I thought level 2 was still an easy one
Every crystal is on the path, but the path may not be clear enough!
I keep your comments in mind for the next release.