Creepi OAO
This game unironically made very uncomfortable and creeped out, but like, in a good way? I mean, it's not a vibe I personally like, but you managed to bring the feeling out perfectly, wich is a huge proof of identity! Visuals and music style were just perfect for evoking that feeling, trully feels like a realm of the tortured.
Pan tho? He's a cutie!! Absolutely love his animations! The way he turns into a little imp kitty when you hold down?? I wanna pat him!! Really good job with those sprites x3
I was very surprised by how fun this actually plays as well, the controls feels clunky at first with the quirky physics, but once you get used to it it flows super well! I only managed to get the wall jump power up due to reasons I'll tell a little down from here, but just zipping up full speed and chaining into walls to follow up with a whip strike on the first little larvae that's unfortunate enought to suddenly pop into existance on my path is a blast!
All that said, it does have... some problems yeah...
Mainly with level design, I feel like there's a lot of rooms where it's just mindless enemy spam, wich would already be very annoying on their own, but combined with the fact enemies will respawn as soon as their spawnpoints are off-screen made some rooms just tedious to traverse. Like, the larvaes are totally fine to respawn whenever they want, they die in a single hit, are pure cannon fodder and a non-threat, so they are nice little critters to saciate our whipping urges, but every other enemy are actually quite dangerous (specially the dinamite throwers) and they take multiple hits to die, so spamming a lot of them and letting them respawn willy nilly like that made them just a needle on my shoes. (Ideally you would want to only let the enemies respawn after traversing throught one or two rooms, so you can explore more freely your vicinity (Again, the larvae are an exception tho, they're fun to have around all the time))
There's also the ghost damage bug someone else already mentioned before, it does screw over a few jumps when you don't expect it, however I think I know what causes it! I kept experimenting with it on a room where a few enemies spawn from the sky, and my conclusion was that when taking damage during the attack animation, the game will just queue that damage trigger for the next time you leave the ground. What I assume is that you coded the damage hit to never trigger during the "attack state" of the character, but the game still registers that you are on a "damage state", and something happened that made that the "attack state" doesn't end after the animation ends, but it does end when you leave the ground, so as soon as you leave the ground, the "attack state" ends and the "damage state" finally does it's thing. (So essentially, you might have accidentally made the attack animation give you i-frames, wich is a GOOD thing, but that also originated this bug wich is a little unfortunate). Of course, I could be completely wrong too lol, but I'm just telling what I could get off from toying with the game a little bit, and also from experience, since I also already faced similar bugs myself on the past.
Well anyway, I had to give up on the cramped room where you have to wall jump zig zagging between the eye monsters and the spikes. As I said, enemies respawn as soon as they're off camera, and since that room is zoomed in, I had absolutelly no time to kill the eye and get to the wall before it respawned.
I'm not too sad tho, as I said, this game gives me the creeps! I backtracked to explore more and got to a room with an eerie sad face on the background and started playing a super weird song that I just turned around and nope'd out x3
(Again if that's what you were going for, congrats! It's just not my kind of vibe lol)