Tutorial level needs an overhaul, imo. This is kind of a critical part of the design that my understand and my experience is that players will want to be able to blow through it, just to get a handle on the controls. I jumped in the spike pit to confirm that the spike traps I saw were spikes, and not a grass sprite of some kind, but my character's jump wasn't high enough to get back out- a little bothersome, but not a huge deal. What gets me is how difficult it is to kill the first enemies you run into, not in the sense that I find it to be challenging, but kind of annoying when my expectation going in is going to be that I hit the ground, play with some controls, knock some bad guys over, and get to the next story point. I tried to play this before going to work and didn't really get to give this game a real look because I was stabbing at a shield for 10 minutes. I'm kind of thinking that if I didn't know any better, I might have honestly just put this down if I wasn't specifically trying to give every game I play a chance.
Hi Neveronpurpose! Thanks for playing the game and for your honest feedback. There are a lot of things we are not happy with with the game in its current state and we're working on a new version. The one you played was made in 72 hours for Ludum Dare and we haven't had time to push out a post-jam version yet. Thanks for giving it a go! :D