I liked the game overall, but it feels like the author lacks development experience. So I’d like to point out several shortcomings, both serious and minor, that prevent me from properly enjoying it, so they can be avoided in the future.
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The game lacks quality-of-life features typical of platformers. There’s no coyote time. No jump buffering. This is especially unfortunate given the visual style, which makes it hard to accurately determine the size of platforms.
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The player character apparently has no maximum fall speed, so during a long fall they reach absolutely astronomical velocity.
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The visual style, while fundamentally nice, suffers from inconsistency. Despite being pixel art, the game runs at an incredibly high resolution (for pixel art). As a result, I can see pixels not aligned to the grid, rectangular pixels, pixels of different sizes, and so on.
I also want to say something separately about the main menu. The pixel art in the background is decent, though it’s ruined by stretching on a 21:9 aspect ratio. The pixel size of the text on the buttons doesn’t match the pixel size of the background, but we’ve already seen that. But the main thing — the shape of the button outlines… they’re oval! Everything in this game is pixelated, while the button outlines showcase all the advantages of vector graphics!
And another one a small note on the graphics: on a 240 Hz monitor, the player sprite gets very blurry during movement. I’ve run into a similar issue before — I think it’s caused by camera movement smoothing. Though I can’t suggest a proper fix, unfortunately.