I definitely will admit that the combat was really unfinished, as I prioritized overall map design first and foremost. I considered buffing enemy damage and health close to the end of development to help the health and weapon boosts feel more substantial, but I worried it’d create huge difficulty spikes, so I left it as is. But I’m glad at least the map part worked out, since you enjoyed the secrets all around the map.
I’ve gotten a lot of complaints about the wall jump being too difficult or awkward, which I’m surprised by since I tried giving it a very generous window to execute.