Binary Loop by Spiderhead20
Binary Loop it's a platformer game where you control a robot that is stuck in a system loop. Your goal it's to break the loop by activating the switch button. Be careful with the obstacles that the system deploys to keep the loop alive. Each time the enemy goes in a loop, it's speed increases.
This is my fisrt time trying to make a platformer type game; so I still have much to learn. There are some possible collision bugs, and the physics of the main character feel a little clunky.
Feel free to let me know if another undisered bug shows up. You can restart the level if you are stuck for bugs reason or if you feel that the enemy has reached an impossible speed. Just press the esc key to open the pause menu.

Ratings
| Overall | 430th | 3.196⭐ | 30🧑⚖️ |
| Fun | 411th | 3.054⭐ | 30🧑⚖️ |
| Innovation | 433th | 3.018⭐ | 30🧑⚖️ |
| Theme | 375th | 3.429⭐ | 30🧑⚖️ |
| Graphics | 122th | 3.897⭐ | 31🧑⚖️ |
| Audio | 353th | 2.926⭐ | 29🧑⚖️ |
| Humor | 382th | 2.227⭐ | 24🧑⚖️ |
| Mood | 414th | 2.938⭐ | 26🧑⚖️ |
| Given | 22🗳️ | 26🗨️ |
to me the players jumps a bit too little in height and it feels very slippery. overall very good, but struggle a bit with your loop story (theme matching) :-)
For the game itself, the jump is a little weird and hard to predict, and when falling, the character stear away, but the idea and the puzzle behind each levels is pretty cool !
The linear up/down motion of jumping feels really hard to control though- most platformers gradually decrease upwards speed, so you hang at the top a little and can better place your jump.
My critics are with the gameplay:
As you said the controls feel clunky. For a tight platformer there should only be a very small accelerate/decelerate time and the jump feels like its hardcoded as "go up for x seconds - then come down again" which i don't like as much as a simple parabel-style jump.
In the sixth level or so the jump button broke. I couldn't jump anymore so gameover for me there xD
As for userfriendliness:
wasd and space is a good choice because almost everybody is familiar with these controls. You then had another button "z" for switching the levers. I feel like this wasn't necessary because you never needed to switch one twice, therefore a simple proximity check would be better (btw. keep in mind that "z" and "y" switch places on european keyboards and can be super hard to reach).
And maybe allow to go to the next level with a space press as well, so you dont need to use the mouse after each stage.
For a first platformer (even if clunky) a very stylish and solid entry!
I can totally feel your pain about the controls though, we have the same problem with our game - everybody says it's too hard to jump xD
Anyways you did a great job, good luck!