Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
While I can certainly see a strong attempt at making a game, I feel like parts of it falls short of where they can be. The controls all seem to be designed to be done with one hand, which is just never a good idea to do as this not only puts too much strain on said hand but it makes the game challenging to control when you need to, say, move your character, hold a button to sprint, jump in the air and also do an attack while in the air. This is to say nothing for the fact that the primary people who would want to play this game are likely kids, and their hands would be too small to do all of that at once.
However, it's not just the controls that need adjusting. It's also the game's design. For starters, the game is filled with what I called "blind jumps." This is where a player is expected to jump and fall from a platform onto another platform that they can't see. The only time blind jumps are an okay thing are if either the trajectory of the fall is clearly indicated with a trail of collectables for the player to follow (see a lot of jumps in Mario games for this) or where there are transitions in screens that allow the player a moment to see what the fall is going to be before they start falling (See classic Mega Man games. Mega Man 3 comes to mind, from the second visit to Spark Man's stage). Otherwise, a player should always be able to see where they're going to land before they even think about jumping.
Another issue is the stage design. There are points in the stage design where it's simply not possible for the player to get past an obstacle without getting hurt. There's also the flying dragons who, rather than having a firing pattern they follow, they always just start firing once the player is in their range. Since these attacks interrupt player attacks, the player than needs to spam the shoot button to shoot fireballs fast enough to out pace the dragon and hit it. It would be better if the dragons fired at a slower but consistent rate that the player can then work around. Then there's the overall stage design itself. I was perplexed when one stage was set up where you could jump your way up to proceed through the level... or you could just walk to the right, drop into a little alcove and touch a crystal to teleport up. The crystal just negates all of the stage design between it and the warp point. Why bother having that section at all when it can be skipped over? It's not like the crystal was a challenge to get to.
Overall, it has a great starting point but it's absolutely in a rough state. If I had to describe the state of the game at this time, it reminds me of a platformer game you'd find on some random website filled with web games that use characters who look strikingly similar to popular characters on TV, none of which are designed very well and only exist to try and keep kids on it as long as possible while the ads refresh over and over to make the site money. Heck, I even mentioned in my stream that Helio looked like he came out of the TV show Dragontales.