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(2 edits)

I had troubles with the pure WASD controls (as opposed to A/D or left/right arrow keys to move left/right + a separate action key to jump, such as space bar), esp. as many places require to chain jump left then back to right immediately. I’m okay with up to jump with more casual platforming, but this isn’t the case here (jump is crucial to dodge and attack, since there is no attack anyway).

For this save point at the beginning, I don’t even know if I was supposed to reach it via double jump only (no ledge grab). I tried many times to reach it (the second time I luckily got it after few tries, but I can’t really explain why. It seems that pressing left when wall jumping adds a huge velocity that is then hard to cancel with the opposite direction due to limited air acceleration).

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There’s also this place, but I think here you have to combine wall jump and ledge grab and that works indeed.

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Since you’re limited to 1 wall jump you cannot just get some coins, I suppose you unlock double jump later on. When you ledge grab with the wall jump skill unlocked you can see both icons and it’s unclear whether the ledge grab jump counts as a wall jump (but apparently it doesn’t, allowing you to have an extra wall jump).

I died and had to restart from the start several times so I gave up on this as I don’t know how much left I still have. The healing stations should probably just be save points (and easier to access for some).

I wasn’t sure about jumping on the blocks in Python boss fight, in fact I thought you had to jump on the falling blocks (because I designed something similar for my own boss for another game) and that looked impossible. Reading winterbraid’s comment I understood you had to wall jump on them and they wouldn’t hurt you as you’d usually think when a boss makes things fall from the ceiling, so that looked smart (makes sense since they use the same shape coding as normal walls, with a flat surface on the sides). However hurting the Python by touching its head from the bottom didn’t feel consistent with the rest of the game where you hit enemies from above. Fortunately the pearl incites us to go there anyway the first time, then we understand it’s a weak point.

For the lower floor boss, I admit I got a bit hasty and thought about killing it by immediately jumping above it after every hit instead of doing a full turn with wall jumps to get back above as expected, I suppose. That would hurt me a bit every time but it was so tempting. I didn’t know about cheesing to heal yourself at the nearby station so I just died in the process every time…

So I haven’t beaten any boss but I’ll try to give a rating on the overall experience anyway.

Our entry has many rooms and several enemies but no striking features and no boss, so I note how in your game, every room serves a purpose and you managed to fit all the bosses!

Thanks for playing.
Thank you for the details feedback.
I don't play that much platformers, but now I know why they use a separate jump key.
That healing shrine wasn't intended to be reachable before getting the edge grab, I did most of my testing when the player was a larger green square so I had to make some adjustments afterwards, this one must have slipped through the cracks (though it's not that bad).
Yes the wall jump shows up on edge grabs as well (which probably shouldn't but it wasn't a priority), but I don't think it gives you extra wall jumps as those reset when you have ground below you.
Thanks for giving it a try.
The python boss ... I came up with the mechanic first, then I tried to fit the theme onto it and that is the way I managed to, I do agree it's not the best, both in terms of consistency and logic.
I didn't know about the cheese either, I was using the power of teleportation (dev privileges).
I'm glad you found purpose in every room, that's what I was going for, although I think the room on the right is a bit lacking and could use a shortcut, and the final boss wasn't meant to be what it currently is, a fusion of the other 2.

That healing shrine wasn’t intended to be reachable before getting the edge grab

Ah, I had that feeling I was doing an exploit doing that wall jump with a ledge getting in my way, but since it was a heal point it looked like I was supposed to be able to reach it (at first I didn’t know it though, I just saw a sword looking like Excalibur and thought it was a new, important skill to learn).

Actually sometimes I ask devs for a debug build specifically to try more things like unlocking all skills and warp directly into boss rooms so I can test them and give more feedback without giving up on the way. In fact, I should have probably unlocked cheat keys in our build since it’s a playground anyway.

Debug commands can be useful, but people can also give up too early and just use them without experiencing the game, it makes it faster to test but also can pollute the feedback, if you use cheats you don't know how hard it is to get the unlocks. 
Like if I mentioned that I moved the teleport cheat from "t" to f12, I might have gotten different feedback, but would it be higher quality?

Hm that’s something to take into account when playtesting prototypes indeed.

I think it’s okay if the cheat is just temporarily here to replace a feature that’s missing, like checkpoints. I suppose that in this case the cheat would be to directly face bosses in a “boss rush” manner, so as long as players use it after dying many times and feeling they will be better at boss fight that platforming between levels (and dying due to stupid mistakes because they’re in a hurry because they have to redo the same paths due to the absence of checkpoints), and just giving feedback on the bosses, it would make sense.

If the players learn a lot from platforming and minions (such as the good timing for wall jump) it wouldn’t give the expected boss experience indeed. But I was more thinking of this as a patch to replace unimplemented checkpoints, for players who have reached them already but just happened to die and restart from zero, and not learning anything new on their way to the checkpoint. If players use the cheat just to cheat, that’s another issue, but between game devs I think it’s okay to trust them on this kind of thing (but have them write down clearly if they used it or not).

Fun fact, I just told another dev team not to upload a debug build made in Unreal because it was so huge. Well, cheat keys may be enabled in Release build too so that’s not an issue.