Great entry! Didn't complete the game, but if you guys keep working on the project, I have some suggestions:
- Double or 1.5x the size of the camera. For a momentum based platformer, there is not enough time to react to the level, so you end-up hitting the spike because you didn't expect a curve and end up feeling like it was not your fault. And I think this sensation would be far less frustrating if I had more time to look ahead and react
- Make the cursor pop out more. It looks like the eyes of many objects, so sometimes I took a while to find it. That would make the difference in hitting a hook point or not in some situations.
- It is hard to make the double wall kick back and forth for many jumps (when there is a tight column up and you hit left then right then left...). I think it is because when you are sliding on a wall to the right and press left, you have a super duper small window to jump before the character detaches from the wall. And if you keep pressing right after you jump and take too long to press left, your character start moving to the right again, so its very frustrating. I think there are two things that would help here: 1) make the player keep the momentum 'outward' for more time. This might kill the same wall climb (liken megamanX) but might facilitate the 2d mario climb. 2) when i press the outward direction, don't detach me immediately, make a player do a small animation and hang for a little bit before detaching, so player can use this window to jump to change direction and jump to the opposite wall. I hope I was able to express myself on this one hahaha, not easy to explain in plain text.
Also sometimes the music stopped and sounded like a bug
The idea is not super original, but the artstyle is very cool. Minimalist and with a cute striking character. Great job guys!