Unstable platformer thing by FloppaDev
In this platformer game you can double jump and dash. But it makes you unstable and you will explode if you don't quickly eat a radioactive peanut.
The game has 4 levels. glhf :°)
Here's a WebGL build if you're not on Windows: https://simmer.io/@FloppaDev/unstableplatformerthing

| Link | https://mega.nz/file/BV1i0IBI#qMjlkZgmlLe4Mnn5E7UBrEmhhwntwXZaMS3gRdQPy3g |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-platformer-thing |
Ratings
| Overall | 879th | 3.425⭐ | 22🧑⚖️ |
| Fun | 628th | 3.525⭐ | 22🧑⚖️ |
| Innovation | 1067th | 3⭐ | 21🧑⚖️ |
| Theme | 876th | 3.4⭐ | 22🧑⚖️ |
| Graphics | 1094th | 3.19⭐ | 23🧑⚖️ |
| Humor | 601th | 3.176⭐ | 19🧑⚖️ |
| Mood | 614th | 3.528⭐ | 20🧑⚖️ |
| Given | 14🗳️ | 23🗨️ |
I manage to get to level 3, I'll retry later
I will first talk about things I liked, and then talk about things I disliked. (By the way, for reference my time was ~28 minutes, so I spent a long time with this game).
Things that I liked: The controls were pretty solid. A little floaty at times, but nothing too bad. The dash felt really good too, and you could do some pretty cool maneuvers with it. I enjoyed how you could do the double jump no matter where you were in the air. It made for much more interesting gameplay than if you could only do it when traveling upwards with your first jump. The levels were very well thought out, and with a bit of polish they could be great, and could fit in a full game.
Now, let me get on to the things I dislike. Don't take this as me saying your game was bad - because it wasn't. These are just things that I would change. I play platformers, and consider myself good at them, so please don't take offense to anything I'm saying, I'm just being critical.
The biggest problem by far was the unforgiving nature of the game. It felt like I wasn't the one making mistakes, but I would be killed anyways. The spikes hitboxes were too big, I would walk off of a platform with a spike on the side and immediately die, I would get to the end of the level, almost touch the win condition, and explode, things like that. Now, don't get me wrong, I understand that this is a LD game and you only had a limited amount of time to work on this. But, things like this just ruin a players experience. So, with a fair amount of balancing you could have a game that feels good to play.
My other issue was that I didn't know what the game was trying to achieve - it had an "identity crisis". Was the game supposed to be a precision puzzle platformer, where the challenge was figuring out where to go, or was it trying to be a split second decision making action game, where the fun/challenge was making last second decisions and barely surviving? And that's an issue many games suffer from, not just yours (mine suffers from this too, don't worry). The problem was that I wanted to take my time to figure out how to complete a certain section of the level, but I couldn't take that time due to the character being "unstable". This led to many moments where I was stressing out because I knew I didn't have any time left, but I still wanted to be able to progress which resulted in me not being able to make any progress. So, your levels should reflect what your game is trying to be. In your case, I think it would be better as a split-second choices kind of platformer. (But that's just my opinion, take it or leave it).
The third biggest issue was just how hard the levels were. They felt like they were supposed to be at the very finale of a game, but I was just at the beginning. That, in theory, is a simple fix. Just make the levels get progressively more difficult. However, in practice it is not so simple. This is where playtesting is essential. Obviously, because this was a game jam, that would not be possible, but, if you plan on expanding this game, you NEED to do playtesting to make sure your game is balanced.
This is by far the longest review I've written on any game so far. And I've written about 45... However, that goes to show that your game has a lot of potential. I wouldn't have taken the time to write this if I didn't think that. So, congratulations of making this game, and really getting me to think about what makes a good platformer! I wish you well on your gamedev in the future.
Besides that, well done!