What i liked:
- The level 3 effects were simply a peak experience. The cinematic after beating is life changing. The particle effect on shooting your laser circle looks sick. Even lighting the wires looks and feels satisfying, as odd as that sounds
- The snail rotates in the direction he glides, fire detail
- The levels were not empty, and it seemed like care was taken to make it not empty (big spikes, plants, lights)
- The obstacles in level 1 are salt mounds, which is a nice touch
-The snail dude is gas
What I didn't like:
-There is 0 sound. Some sort of bgm would go a long way, and there should totally be a cartoony space laser sfx in level 3.
-The physics and controls of the snail are inconsistent and at times highly frustrating. You only have any air control in level 3 for some reason, in the other levels you better plan your jump all the way or else you will miss the platform and die.
-The snail can only rotate while moving, which made doing turnarounds and unnecessary pain.
- The camera would frequently clip behind walls, forcing me to keep the camera in a suboptimal location just so i could actually see the snail.
- Any platforming that was required was more pain than it was worth. Levels 1 and 4 felt like a rage game because the controls felt uncoordinated and worked against you.
- I completely cheesed level 2, to the point that I still don't know what the intended solution was. The gravity change happens so slowly and the snail is so floaty that i simply levitated all the way to the end.
Overall, I think the game would benefit from one fully fleshed out mechanic (laser shooting, gliding, or gravity) rather than multiple short minigames with mechanics that get discarded immediately. If the controls were more intuitive and smoother, this game would immediately become highly enjoyable.