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The way you taught the player how to defeat enemies was so creative though. 
That first enemy the player runs into being next to the breakable pots. Just far away enough for it to be hit by the projectile the player shoots when they try to break the pots.
Teaching you that enemies are affected by your projectiles before you're even able to approach one.
And with the amount of space you gave the player from that enemy, they'll have more than enough time to register that the enemy got hit, and that it's still there.
It's absolutely perfect for this because the movement of your game is unique! It's clunky and you're informing the player of this so seamlessly. This whole situation you put the player in is exactly what was needed to let the player get acclimated with the game's attacking system.
Then, after that. Since the player notices the enemy is still standing. They learn that enemies aren't defeated by just hitting them once.
Naturally, you'll try to jump and attack it once more to try and defeat it, since in most games shooting enemies multiple times is what's needed to defeat them. But they'll notice that the enemy doesn't die. So now the player would normally do one of two things:
Either they run up to the enemy and see what happens when they make contact with it. And you'll see that that's what you needed to do to defeat it! You figured it out!
If this isn't the case, however, and the player instead chooses to ignore the enemy and keep progressing in the level. But! Because of how crammed future parts of the level is, it's rather impractical to get past enemies without touching them! So: You figure, what if I stun them and then run past them? And boom! You learn that touching an enemy after stunning them defeats them. 

When this is the way you teach players about your game, I don't feel they would give up. You're creatively and intuitively teaching the player about your game's mechanics. This kind of stuff is what makes a game engaging and interesting! It's really fun!
 
Not to mention that enemy you encounter later that you can't defeat this way.
You put it in such a spacious and controlled environment. The player sees that it's different from the rest. They have lots of space to shoot it. And you do! Then confidently you run up to it to try and defeat it and it doesn't work! And there you've taught the player that not every enemy is defeatable by just shooting and running into them.
Most games would've had a little sign or a popup menu appear before letting the player approach the enemy, explaining what it does and how to get past them. But you manage to teach the player flawlessly without a single line of dialogue. You're excellent at creating intuitive gameplay. It's absolutely lovely to see.

(+1)

Glad you like it :3

Right now the earliest rooms in the game are better designed than the later ones I think.