Thank you for your feedback, it's really very valuable to me! I have taken your comments into account and have already corrected something, but I am ready to comment on something. The double jump wasn't ideal, as a separate animation wasn't ready for it yet, and I had to rotate the object itself, which could cause the collision mask to graze the texture of the ground and get stuck in it. I've already fixed that. Yes, we do not take damage if we are in the same coordinate as the player, since the enemy's sword does not touch the player. I think this point can be fixed by adding repelling the player and the enemy when attacking, as you suggested, I will add this in the next update. Regarding the large number of health points of enemies: with each new attempt, the player's LVL increases, and with it the damage increases, so it becomes easier to kill enemies every time. Regarding the cost of the invulnerability elixir: this elixir helps to pass through spikes and fireballs, which is why it is so expensive, as it greatly simplifies the passage of the second level, and if you make its effect longer than 5 seconds, then it will be too easy for the player to pass most of the traps.