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(1 edit) (+1)

This does have a retro inspired feel to it. The sound and graphics feel appropriate to the retro feel. The player response to the controls is decent. Not great, but it does fit the feel of the game.

I'm not really a fan of using Z and X for hand positioning. I found that space worked for jump, so I used that, though key remapping, or just some alternative input options, would be nice. I also found that R restarts the level, and P pauses the game, though without any notification. I was testing buttons when there was nothing else on the screen and after pressing a bunch suddenly nothing was working. P made the most sense, so I pressed it again and moved to see an enemy before trying it again to confirm it paused. I recommend adding these to your controls list on the web page, as well as adding something to indicate when the game is paused. Since you are listing controls, it would be good to include mention that arrows are used to move. I'd also add something to the start screen saying to press one of the buttons to continue. It could be a loading screen, so I waited a bit to see if anything happened before clicking and pressing buttons.

I made it to the end, but did not figure out how to get some of the items, or to the door above your entry to the second area. I didn't spend too much time on them, but did try bombing everything nearby. 

The level design felt fine. The difficulty was reasonable throughout. The ceiling enemies were annoying, but in a way that works for the game. For the ones shooting out your path I just ran through the area, rather than trying to take them out.

There was a spot where it looked like an enemy just appearing on screen fell onto the spikes and died immediately. This was in the second zone.

Overall, this feels like a good start.

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Thank you for your detailed feedback.

Input mapping is a good suggestion. I've never tried implementing that in my games before, but I imagine it can't be too difficult.

Also, the P and R keys were used by me for testing purposes. The pause was for me to take screenshots easier and I forgot to disable that. Oops! Nice find, though.

Like other suggested, I should really include a tutorial to explain things better. The way to reach the secret areas is by finding hidden triggers  that spawn new doors. The first one is right above the door that leads to the second area. You have to bomb the vertical green blocks, but leave the one touching the ground intact. You should then be able to jump from that single block onto the horizontal green blocks and reach a hidden door on the wall. The second hidden door is in the second section and is at the top right of the area with orange blocks above the spikes.

The fact that you chose to ran past the shooting enemies made me realize that I need to give players more of a reason to engage with enemies. Maybe item drops or some kind of ranking system.

Thank you for your suggestions. They gave me improvements to consider for when I make my next revision.

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When we added remapping to our game most tutorials only showed how to replace all current inputs with a single option per Input Action. If you just go with only one input per Action, then it is pretty easy. You can just clear all current inputs, then add your new one. If you want to allow the player to set multiple, then it needs a bit more work. You can't just swap one out, but need to erase all current ones for an Action,  and then add each input you want it to have. You can look at the docs for InputMap to see the functions for remapping. We used a Window and the window_input Signal to get the new input.