Pickup by Funnboi
Pickup is a platformer where a new type of hazard appears each time you collect a pickup in a level. You can complete the levels in any order you want, so each time you play you can face a different set of challenges.

| Windows | https://funndev.itch.io/pickup |
| Original URL | https://ldjam.com/events/ludum-dare/40/pickup |
Ratings
| Overall | 251th | 3.528⭐ | 20🧑⚖️ |
| Fun | 144th | 3.667⭐ | 20🧑⚖️ |
| Innovation | 163th | 3.556⭐ | 20🧑⚖️ |
| Theme | 359th | 3.417⭐ | 20🧑⚖️ |
| Graphics | 479th | 2.917⭐ | 20🧑⚖️ |
| Mood | 371th | 3⭐ | 20🧑⚖️ |
| Given | 24🗳️ | 8🗨️ |
* This is a really cool concept you have! The realization that the more you get, the worse it gets is something really cool in my book, and the doors you get gives you more of a flow of a Megaman style stage selection. So, this gives me incentive to try the harder or easier doors first before choosing straight away. Speedrunners are forced to get the most efficient route out of this and it would be interesting to see, actually.
* The theme fits really well and the environment changes based on the number of pills. I know it's as simple as a variable but I bet you can do more crazier stuff with this concept.
* I do with you have the option to go back before getting the pill. Might give me a chance to see what's ahead than to blindly go anywhere really.
* Smart checkpoint system along with neat transitions! You made it to respawn quick, allowing the incentive to try and try again, just like Super Meat Boy. You could take advantage of that, or add a life system. That is up to you.
* You may want to refine the camera. Give it a look ahead to see what's coming than everything in the center. (Something like [view_xview[0] = x + (player.image_xscale * 8)] or similar) Other than that, go with @diptoman's idea too: The camera moves when you move the character and not lag behind.
* I am not sure if it's a bug but you could repeatedly dash mid-air. Not sure it's intentional but no need to say cause this could be a function. I just want to point that out. Variable jump height is probably a good idea here so taps are short jumps.
* You may also want to either stay minimal or use another graphical style entirely. Minimalism might not take the best if it's action oriented, but that's just me.
* I think we can agree: this needs sounds.
**Also, this situation: Only happens if you took the order from left to right, top to bottom.**

You can't continue on with this. There's no proper way to get down. That's a possible softlock there with only the dev knowing how to solve that and that's bad. Better patch that if you can. Don't worry about me, I did finish it on another run.
Believe it or not, this is the first game I'm writing a critique of while playing it. So, congratulations on that!
Also, I find some strange place when the peace of block just appearing and disappearing time by time:
**Here appearing**

**Here disappearing**

And I appreciate the frequent checkpoints. It's a great mercy in a game like this.
@diptoman I get what you mean by floaty. If I had a lot of time on my hands I would probably try to tighten up the height/speed of the player in the air, but I feel like what I have works pretty well. Also, I'm surprised the camera movement feels like a lot, I felt like I may have made it too subtle, but that's definitely a suggestion I'll look into!
@fiakaiera Thanks for all the feedback you left! It is intended that you can dash multiple times in the air; the dash ability only really needs to be limited by a cooldown, I felt that adding in a limit per jump may be a bit unnecessary. As for minimalism, when making this game I was mostly comparing it in my head to 140. I really like that game's platforming focus, and think that the style works well there. I plan on maintaining both of these in the future of this game. And yeah, I gotta add sound at this point :P
Also, in that gif you shared, you can jump off the ceiling while in antigrav. To be fair, that's something I should probably find some way to make more clear, so thanks for making me consider that!
@nikchernyakov I'm glad you liked it! That block you pictured was supposed to be a timing challenge, like you had to walk/dash into it so you didn't go too far and hit the hazards on either side of that fall, but it ended up not working out super well. Nevertheless, I'm glad I gave it a shot!