The visuals are charming in places, but they’re pieced together from scraps. The main character is pixelated with a black outline. The environment is also pixelated, but has no outline at all. The backgrounds are hand-drawn, but for some reason they constantly have holes, seams, or entire fragments going missing. The only enemy I saw — it’s also pixelated on one hand, but the pixel size there is about 6 times larger.
The collisions on game objects are strange. The crates are somehow hollow on the sides. The enemy can kill you even when you’re not touching its sprite, as if its collision box is larger than the sprite itself.
The in-game music is apparently a 35-second clip that not only repeats endlessly, but also contains many repetitions within itself. So it gets annoying very quickly, even though it initially sounds decent, creating a melancholic mood. Otherwise, the game is silent.
The core game mechanic sounds interesting enough on paper, but the execution is lacking. The controls in the attached state aren’t comfortable enough. There’s no coyote time, no jump buffering, yet the game expects you to make fairly precise jumps — and under a time limit with an enemy flying after you. On top of that, the movement controls are very abrupt, turning the platforming into a test not of the player’s dexterity, but of their nerves — how many times they can redo a section while cursing the jump button that failed to work yet again.
Overall, I like the author’s concept, but I think they lack experience. I’m sure that once they gain more experience, they’ll release something truly interesting and atmospheric.