Dang, I was just about to add "or by keeping another weapon in reserve" to my killing-frozen-enemies comment because I JUST beat The Bay's Medbay where I figured that out--and then near the end of that level, I experienced a situation where I had my ice flower in reserve but got hit and lost my equipped sword power, once again leaving me no way to kill frozen enemies in those narrow halls.
To be clear, the main thing I was trying to get at with my initial comment is that the ice power should have a way to kill enemies on its own, like how Metroid lets you keep shooting a frozen enemy with the ice beam to keep dealing damage. Maybe you could do the same thing with your ice power? EDIT: I know the New Super Mario Bros. games don't let you do this, but what those games DO let you do is grab and throw the frozen enemy to break them against a wall, and since your game doesn't have a grabbing mechanic, I went with the Metroid suggestion instead.
By the way, my issue with the chandelier chains wasn't worry over the possibility of troll chains, but rather that the chains don't stand out too well and that the ones for secret-path chandeliers are placed right beside the chains for the platform you're already on, so you won't really notice them unless (and sometimes even if) you know ahead of time that's what you need to look out for. That's why I thought I had to use the cat claw power at first (because I straight-up didn't see the chains for secret-path chandeliers on my first playthrough) and why I suggested having that level be preceded with another chandelier level where the chains stand out better, because it COULD work as-is if it was properly built up to. ...though I guess you could also just directly make the chains in that level stand out better; that'd probably be easier. What if you recolored them to be bright yellow to match the chains in the level's overworld icon? I think that could work.
Oh, and thanks for responding to me. Not all developers do this.
EDIT: I also had some clipping-off issues with the vertically-moving blocks in Torrential Tower, including one time where I swung the sword while standing on one of the sets of three blocks beside the third painting and ended up falling straight through it. I tried reinstalling the game in case something happened on my end, and while a quick replay didn't reproduce any of the floaties' issues in Water Gun Warzone, I did still clip off a block once during my second Torrential Tower playthrough. EDIT 5: To add a bit more detail, it always seemed to happen when I fell pretty much directly on the left-half or right-half of a 2x2 block (such as the beach balls or vertically moving blocks); it didn't happen if I was closer to the center (or at least it not as often), though the time I fell through the longer floaty, I was in front of what would be its second tile from the left.
EDIT 2: In Brickwork Pipeworks, it's very easy to off-screen the fireball demons' fireballs before they get launched, to the point I did it unintentionally a couple times.
EDIT 4: Umi-Bozu's hands appear in pretty much the exact spot I am when I jump to throw my axes at its face, so I suddenly take damage when there was nothing there before. Maybe you could have his hands come in from the bottom or top of the screen instead of just abruptly materializing? Maybe you could have a harmless black cloud appear and then have the hand scale into the screen from the cloud before becoming harmful?
