Thanks for the feedback!
1. I've been desperate to figure out how Mirea's flight worked, because indefinite flying does feel broken, but I had no way to verify if any instance of a video showing the player no longer flying was due to a time limit being exceeded, or due to the player simply deciding not to fly any more. His is invaluable information.
2. That's interesting to hear! More guesswork on my part, this time due to the sprites- there's no flying + shooting sprite so I had assumed it was not an ability (while playtesting, I, too, find myself wanting to shoot while flying. This should be a really easy fix, simply removing the "&& not flying" from the prerequisites to shooting as Mirea. [Maybe also confirming it looks correct.])
3. (& 4.) This one will be tougher to properly implement, but sounds correct. Levels should keep track of which pre-generated items in each room have been collected, including Pukis. Actually, if they always respawn (minus the Pukis) on level reload, that makes it easier, as I don't have to carry over knowledge of which items were collected indefinitely, and can naively reload the level from static data on level start (minus, of course, pukis, which are already tracked indefinitely, in your save file.)
5. Good to know. As they are now, they ONLY lose all HP, and keep their health/weapons upgrades. There is a central "kill character" code block that I can pretty simply add "also set the levels back to 0" to. This also implies, level-design-wise, the developer should be fairly benevolent with level ups.
6. Woah that's not good!! I'm not sure why that's happening (i.e. this will take a while to figure out...), I'll have to investigate this more closely.
7. I'll revisit the enemy behavior code, as capture and digestion SHOULD preoccupied the enemies, with the exception of the lamia, who moves around (and possibly attacks w/o capture ability) while digesting. Possibly my janky-ass target-priority code needs to be rewritten.
8. (& 9.) Sachiho's room is incomplete, yeah... What one might also note is level 3 ends "late", with the player jumping up to end the level instead of there being a hitbox in the final room, on that final platform, to end the level. I haven't implemented a "level-end trigger" hitbox type, they've all been screen transitions sorta hijacked for multiple purposes. The puki, delta, cat, AND flowing curtain are in-game, I just have no appropriate protocol for an animated background (or foreground) element and never picked a best way to implement such.
10. I'll be honest. It wasn't very fun to work on, was a pain to test, and a personal deadline was rapidly approaching, so I did what I could and called it good enough. I really should get on top of PROPERLY implementing ALL of the "help!" icon because it does look really nice in the videos and will look nice once implemented.
11. I am fairly sure I implemented the worm's vacuum ability after the initial release, so if you downloaded the game near its release and are relaying feedback only now, download the updated version! It has the worm suckies
12. GOD YEAH THE JELLYFISH IS WEIRD! I took a stab in the dark implementing its movement and I'm still not happy with it (it goes crazy when capturing someone because it stops bouncing up but its gravity doesn't stop pulling it down.) I should analyze video more thoroughly to figure out how it ACTUALLY behaves when moving up towards a player character, and when moving down towards a player character, with those edge cases I can safely interpolate behavior between the extremes.
Re: moving & attacking, there is a one-or-two-frame delay between first holding the jump button, and a jump actually resulting, this is when the "bending knees to jump" sprite is displayed, but it also makes jumps feel a little stilted as you have to plan ahead, not just react to enemies. The moving and jumping actions themselves are based on frame counting on blurry videos with no actual input displays, so they LOOK right to an outsider, but may not feel quite right, and might not be accurate pixel values. I suspect running might be half a pixel per frame too fast...? And jumping is equally likely not right- tuned to just about the correct height of a jump as per the video evidence, but gravity's strength is a big assumption (it might not be constant through a jump, like gravity being stronger while you're falling, or there being a terminal velocity we might reach while falling, etc) and so it may feel wrong.
(Also, sorry for springing this much text on you, I just really appreciate this game for its specifics and want to address feedback adequately.)