Thank you!! It was hard to make brass-looking enemies that were an aesthetic match without them blending into the environment, and I hoped that making them flail and animate would make them a little more visible. The jumping was intentionally like that, as I had aimed to evoke Castlevania's jumping system, and I didn't do any coyote time because I was trying to keep the verisimilitude of the NES style presentation, as not many platformers of that era had that. Thank you so much for playing!! I hoped you enjoyed your time with it~