a couple things.
- You need to fix the windowed mode scaling. The game does not scale with the window instead, only the camera view port size would change. This can be easily fixed in the Godot window settings. I could only play the game reliably in full screen.
- tying dash direction to mouse orientation was a bit jarring and confusing at first. There was no indication, so I was a bit confused by why the dash direction didn't work half the time for me. Usually, in side-scrollers, dashing works by moving in the direction you're character is facing.
- Hits from the boss's projectiles seemed inconsistent. Sometimes, it felt like my health would melt from a couple hits, sometimes it didn't seem to damage me at all.
- The game is lacking in sound effects and music. The boss never felt very threatening - although I did like the angel design - I never felt tension before attacks, I never felt a "wind up".. it was just me sitting there watching the boss spawn projectiles and waiting for them to release before I'd fail to dodge them
- I did not beat the boss, I kept dying and I did not have the motivation to keep going. It would be cool if there was a better way to deal with projectiles, maybe you could use your attack to knock back at the boss.
- with that, I think part of the what made it too difficult was the player's attack. It was extremely short ranged while the boss had a projectile with seemingly infinite range. The Dash was also not very reliable since I had to be conscious about the mouse position on screen. It did not feel good.
- Since the boss is primarily airborne, it would have been cool if there were platforms to jump in the air.
- I noticed you added variable jump height. I know this is what many people say should be done with your character controller, but I don't particularly find it meaningfully used here. What reason do I have to jump 2cm off the ground? Most of the time, I wanted the maximum - or close to max jump height to be able to hit the boss.