Red Light / Green Light is still bugged for non-webcam players.
The advice "take something literally" is unhelpful for "Circle Me"; the literal approach of circling the word "me" turns out to be TOO literal.
Fully Loaded is annoying reiteration of the "reload the game" concept from earlier puzzles; one reload should be enough.
Much better than your last try! Looking good as a mechanic. Now you just need to (a) get rid of that fugly font and colour scheme, and (b) put something else in to spice up the challenge - maybe an enemy to avoid? Or blocks that make the wind worse rather than better?
I love this game now, but I almost quit early because the jumping mechanics were not well explained. Several things are not intuitive - that your double jump refreshes after bouncing off an enemy, and the way the birds work, for starters. More initial support and encouragement for new players would go a long way.
"Control" doesn't have an "a" in it. Wind boxes can spawn outside walls. Ball drops straight off the screen if you don't jam a button immediately after pressing play - you might want to consider a slightly slower start. Change the colour scheme to something more soothing that suggests wind - pastel blue maybe?
Got tired of "hit the single button as fast as you can" about two decades ago. Considering that there's no art, plot, or structured progress supporting that concept, it doesn't leave much to recommend.
Lovely presentation, horrible gameplay. Can I suggest that next time you partner up your excellent art/visual design skills with an actual game designer?
Needs greater sensitivity over the dots - very frustrating to pass over a dot and not get it. Also you can probably afford to remove the side passages seeing as with this control scheme they don't do anything. Technically neat though.
I love the speed and momentum; it feels fun just to move, which is a good start in a platformer. The bounce when he hits the ground feels odd, though - it should either be exaggerated (more bounce) or absent (no bounce). Also if he contacts the side or bottom of a platform while jumping he falls strangely - he pauses during the fall - I think that's something to do with the way you're converting momentum after he bounces off. Probably you're not adding his bounce momentum to his regular-style momentum but instead processing them separately? Keep it up, I want more!
Hey man, nice try and interesting concept. Next time around can I suggest you stick to just black and white? Some of the foreground/background combos are eye-wateringly ugly; I think I would have enjoyed it more with just clean black lines.