No issues with the actual physics and respawning timers. That’s pretty good, considering the amount of weight those two mechanics are pulling. The additional mechanics caught me by surprise. Managed to finish the game in the end after failing to be the worm in the apple.
Music is alright. I didn’t even consider trying to change the sound volume by the time I was done. Someone’s spent a lot of time looking at penumbra lighting! It does however lend a 3d aspect to the environment which otherwise has 2d sprites. This isn’t really an issue - more a stylistic decision.
With irregularly shaped platforms, something like a Coyote timer could be useful (grace period for jumping after leaving the ground)- sometimes you slide off when running down slanted slopes instead of jumping.
I headbutted the ball by accident when it respawned on the first level because I was playing with the one on the ground. I don’t know whether this was intentional. Being able to click away at terrain is a nice mechanic and seems handled well, but there is a brief moment where I expected a sword animation or something to appear rather than the terrain I clicked being deleted based on expectations and the text prompt I was given. I also tried to click and drag my mouse cursor for the sword, but the event happens only on click - which is understandable given later levels… however, being unable to cut free-falling terrain does have it’s own issues! I keep getting stuck between two cut pieces and unable to jump out.