Overall, you're progressing but you need to keep an eye on avoiding "style over substance", and you need to squash a few bugs! At this point, simplifying features that you can't control is the only option I'm afraid. If it isn't working and it can't be fixed, it either goes completely or it gets scoped down into some easier to handle.
You're basically making actual levels in your gyms right now, which isn't a great idea. Make sure you're all on the same page, make sure you're following the pipeline for level design, and get cracking on turning those challenge ideas into actual levels.
* Controller support in the menu please!
* Love the menu design, but it feels like whoever settled on the background and the foreground didn't talk to each other! Make clever use of the space.
Davy
* Some nice observation of metrics. Level feels like it "flows".
* On the other hand, a lot of awkward and nasty bugs with gas zones firing at the wrong time among other things. Hopefully we caught most of those on Friday.
Hoikei
* Style over substance! Barrel at the start of the level is an immediate example. Cute, but the edges block the player movement leading to unnecessary jumping. Plus, isn't this a gym level? Don't "put the cart before the horse" - figure out your challenges and your level design before you polish in future.
* Watch the tone. This forest is getting creepy and foreboding.
* I really like the mix of vertical and horizontal play you're creating, it really gives the game a new feel, but this is not your game to define in that sense - make sure that if you're experimenting with things you're working with the rest of the team. This goes for the aesthetics and for the core gameplay.
A shift to this combined vert/horiz setup is going to come with a shift in game feel and goals. You're very much moving towards a game that combines exploration and traversal now. This is less Rayman and more Rick Dangerous (look it up if you don't know it). It works - it works well - but make sure you're not making decisions for the team without discussing it with them.
(Having played around with the other levels, I see I might have been wrong here, and you're just going vertical but still linear ... so maybe this doesn't apply! Leaving it here anyway because I kinda liked the idea of going a bit more exploratory)
* Don't - especially if the game is more exploratory - put me in a position where I can't reach a collectible. The setup at the top of the trees is a lovely intermediate-hard challenge, but flew by too quickly for me to adjust to grab my collectible buddy, and now they're out of reach forever. :(
* Don't make the player make a "leap of faith" ... same section ...
* I actually spent some time wandering through the grass after that ... while I don't like that you added a bunch of aesthetic elements too early, and not in tandem with the rest of the team, it does add to the feel.
Tudor
* Good to see exploration of basic jumping challenges, but you need to watch your metrics.
In particular, make sure that you're avoiding jumps that look possible but aren't (where the first enemy is, you've got two steps for climbing out the pit, and it looks like you can jump to the platform from the first step), and consider the distance the player has to walk before the dash resets. It's not fun to stand and wait for it to pop back on.
Tamar
* Again, aesthetics are a nice touch, but be wary of style over substance - and of both you and Hoikey diverging in your approach to them. Both of you are building different styles both visually and in gameplay ...
* Pulsing blizzards really didn't seem to be working? Snowfall was constant, and the effect stayed on the character after I left the zone! Unfortunately I couldn't get past the water jumps as a result :(
Remco
* Still can't pass your 3D moving platforms. It's a nice idea but it's impossible to tell when the platforms are lined up enough to land on them. Needs a clear indication - consider using lighting (throw massive shadows on the foreground/background) or just use a placeholder material colour change for now
Nikolay
* Some lovely basic setups on display, but watch your timings. Don't leave the player standing around if you can avoid it, and give the player enough space to refill their dash without having to wait.