Wow this game is fun and you can tell a lot of work was put into it (in both art/animation and programming). The gameplay is engaging and trying to catch the bag right after hitting an enemy makes me feel like a skilled kaizo level mario player with shell jumping lol. I also like that the map seems to be procedurally made and rarely has any dead ends so you don't easily die by the flying enemies. One thing I'd like to point out is that I'm sort of unsure how the powerups worked, as I activated it a few times and didn't really see what changed. I also think that dying is a bit devastating since you lose all of your coins (and keys I think?), but idk maybe its just a skill issue tbh. The bossfight is also pretty hard, and having to go through two maps just to reattempt the fight felt a bit long (again, maybe another skill issue on my end lol). I think if the boss had a healthbar it would give a bit more incentive to continue attempting the fight since you'd know how close you were to defeating it. Overall good game though, I love the little hidden icons that reference different games and I can definitely see the game's potential.
Viewing post in Bagatch jam comments
Thank you for such detailed feedback! And I'm glad you liked my little references :) This project is indeed intended to be a roguelite where you lose everything upon dying and have to try again in the procedurally generated levels. Currently, your active item will transform coins in the level into health or power. And no worries about the difficulty! I originally intended to add passive items to upgrade player character/traversal, but couldn't implement them in time.