Thank you for the feedback! Yeah I’m not really happy with some of the level design choices that I added in the game, you can pretty much tell exactly where and when we ran out of time and rushed to finish (the last level). I also wanted to put in the key/door mechanic somewhere since we spent time implementing it but that spot wasn’t the best place for it and we have gotten a bunch of feedback on it.
The wave initially was only going to exist in just one level but we decided to expand it to the entire game to fit better with the theme but yeah it needs tweaking for some of the levels where it’s just an annoyance. We had an idea for a level where you only get the wave to traverse but it was too frustrating waiting during play testing and if I sped up the wave it would go to fast and couldn’t be used for traversal.
For a final challenge we were going to have the player run all the way back to the beginning in an escape sequence and wanted the existing challenge levels to prepare for that. It wasn’t that interesting in play testing so it was scraped.
As for the spikes the collision is definitely an issue because it just checks if the player enters the tile to kill, which isn’t very forgiving. Initially it was more precise with each spike having it’s own collision box and processing, but the game started lagging with the hundreds of spikes that could exist on screen so I moved the check to be on the player position instead.
I’m most proud of the boss level and I really like how it turned out overall so I’m glad you liked it!