EDIT: I have proofread and changed this after posting. Again. Sorry for any inconvenience.
The good:
As much as I'm complaining about this game it's not a bad proof of concept. Switching between players has been done in other games but Loophole puts a new spin on it, since players freeze mid-air. You could easily make some great movement puzzles if you worked at it. There are some mechanics that aren't even touched on too much yet (such as maintaining momentum when teleporting) and I think there's potential here.
The controls:
In my humble opinion, the issue here stems from the characters being such a tiny target that you have to time your jump
perfectly and/or leave the ground at
just the right speed.
Kasperelo wrote:The jumping acceleration is way too low, you glide around making it hard to control your player.
I understand that a lot of platformers have less acceleration when you're jumping but honestly, it's unnecessary. I'd say Super Meat Boy is a good example since people seem to universally like the controls. Meat Boy controls exactly the same, as far as sideways acceleration, whether on the ground or in the air. In fact, Meat Boy has MORE acceleration when he's changing direction so you can slow down quicker and make hairpin turns.
Of course, there is another possible solution to this where you don't have to drastically change your controls: If the players were a bit wider, they would be far easier to jump onto.
The level design:
There are some neat levels here. The final level makes you do some quick keyboard work. It took me quite a few lives to beat it. I feel like there should be a permanent indicator of teleport connections so I don't have to hold "E" to know where I'm going.
Eventually the game will need a "tutorial section" with some relatively easy levels for brand new players. It would give people more time to get used to the movement of the characters, and perhaps they won't complain as much about the acceleration stuff. Not necessary for the current demo, but something to think about.
The flippin' mechanic:
This mechanic felt less "puzzle-y" and more like a new game where I can fly around by playing with gravity. It made the multiplayer cooperation unnecessary because if you rapidly press "V" you can just hover around the obstacles with no problem.
The "v0.2" controls:
Having the player pause for a moment with a visual timer is an interesting choice and it works all right, but it makes some maneuvers harder to pull off. For instance, in Level 10, I can no longer switch between players in order to get the yellow player to fall slowly until they reach the correct height for the green player to stand on them. Did that make sense? This review has a lot of run-on sentences. :1
Near-instant acceleration on the ground is nice but perhaps make it a little lower? Like, a compromise between the two versions?