Nice work on publishing your first prototype!
Here are some of my thoughts after playing it:
- It'll be great if you could reduce file size. 1GB+ is huge for a prototype and a hassle to download.
- Player could fall off level at the start of the stage moving towards the left. And the fall is endless.
- Not sure what that white sphere at the start was for at first.
- Is there a need to move front and back? Just moving left and right seems enough for now
- Moving forward/backward while grabbing on the ledge, made the character stuck when he reaches the corners.
- It'll be nice to be able to hit Tab again to close key bindings window
- It's better to respawn with full / half health, and should be at a safe spot, so the character wouldn't die instantly right after respawning being attacked; (Why not make it into a save point that recovers HP?)
- The movement seems to be very realistic, fluid and parkour-like. Are you planning to add places/stages for players to quickly parkour their way through quickly? (there are some pretty nice 2D side scrolling parkour games for references); if not, these movements are pretty uncommon for a metroidvania-style game, and would be nice to shorten some of the actions to make the character movement more reactive. For example, after the big jump at the start, the character took quite some time to catch the ledge and also climbing up. It'll be nice he could do those more quickly and let the player continue moving. Another example, while moving the character from left to right, the character does a 180 turn smoothly over 0.4-ish seconds, would it make the controls more reactive if they are done even quicker? (It really depends on the style you're going for.. this reminds me of the very first Prince of Persia where they have very realistic and fluid movements)
- There seems to be some words above the treasure chests but couldn't read them since they're not oriented towards camera
- It seemed like I could speed up (shift) in mid air. Is that intentional?
- At that area with a lot of spikes and moving platforms leading to a treasure chest, it was impossible to jump towards the treasure chest without dying
- Character seems to take damage without touching the spikes (the collision is set to the character controller rather than the model?)
- Perhaps the game needs one unique feature/gameplay that sets it apart from other side-scrolling platformers.
Looking forward to see the game gets refined more and more in the future~