A nice, calming autorunner for when you want to take a procrastination break. Reminds me of the dino-game, but slightly more complex.
I liked your addition of the intro cutscene and the transitions you put between starting the game and dying. However, I will say that I…honestly do not know what the intro cutscene meant, and the transitions between dying and playing again felt long. Especially for a game where you are expected to die and try again.
There was a bit of a learning curve to all the modes, but I got the hang of it quickly. I see what you did with your modes. The first mode quickly moves you to the ground after a long air jump, giving the player back control over their verticle movement. The second mode gives increased airtime, which is needed for some obstacles. And the third mode gives extra points if you can hit something with it.
Each has its benefits and uses, but I believe the problem here is how unnatural it is to switch between abilities.
Each mode only really shines when working with another mode. The first mode is best used after a large double jump. The third mode works well for all obstacles, but is useless most of the time. You almost always want to be in the third mode to recharge it, but it’s hard to swap between the third mode and the second mode fast enough to react to most obstacles.
Hence, the obvious solution here is to just ignore all except the second mode, as that’s the easiest one to use. Plus, it’s the only one you need most of the time anyway.
It feels like the theme “mode” hurt your game more than it did help. If all these modes were combined with separate keybindings, and could be activated whenever, then they would add onto each other beautifully. However, as it is, switching modes felt cumbersome.
Other than that, great work, honestly. This was a fun product to break up my day.