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your feedback is very usefull! for the dahs direction, i wanted something different, so i did this, but sure, i will try to change the dash orientation for the character's direction.

for the hits of the boss, it's a colision bug, I didn't know about it, so of course it will be fix.

for the sounds effect and music part, did you downloaded the game? because sometime, the music don't play on the web, but yes i need to add so much sound effect, but i thought it was enough for a beta test, mainly focused on the gameplay.

I'm thinking about adding a one or two second immunity period after being hit by a projectile, to avoid getting hit four times in a row.

for the player attack, it's a good point, i will make it larger.

the platforms idea is actually good, i will try it!

variable height is actually usefull for the third boss, i think?

anyway thanks for the feedback again, you re amazing!

Glad it could be of use. 

I did not download the game, unfortunately. Maybe I'll give it a try later. 

Immunity would be a good move. My game has it, and it allows for a much fairer experience.. although the problem could be that it could nullify the use for multiple projectiles - which I think is a good effect already. Maybe some of them can just be there for decoration - some of them can damage the player. This does come at the cost of slight readability issue - which would be another issue you'd have to solve.

I didn't realize there were multiple bosses since I couldn't get past the first boss. Variable jump height can work, but I think the minimum threshold could probably be brought up a bit.. the lowest point might as well still be grounded.

I understand that it is a little play test, so lack of sounds in some areas could be forgiving - however, I think audio design should be part of the play test at some point. 

A video game, I think, should be treated much more like a cohesive experience than a set of mechanics working together. 

Personally, I wouldn't release a public build until I had something more representative of the full experience. I'd leave more mechanical testing to private builds you share with friends or family, although, I do understand that mechanics is something you'll still be constantly working out even after you go into public beta. 

You don't need all of the polish there, but I think there is a point where the player can get the gist of what the full experience should be - a boss battle, for instance, is certainly mechanics - but it is also much more intensive emotionally compared to other enemies in the game. If you're game is a boss rush, then you'll have to figure out how to make each boss distinctive, not just visually or mechanically, but emotionally as well - I'd assume that each boss you encounter should be bigger and more intense than the previous one.

The real question I think you should be looking to answer in a public beta "is this game delivering the intended experience or not?" Outside of bug fixes or working out general clunky-ness, I think you'll be able to come away with a much clearer direction of where to go with your project. This is just my take away on the matter and how I'd go about it, though.