General:
* There's signs of a fun game here, marred by little issues with teamwork and pipelines, and with a difficulty curve that's just all over the place right now! A good chunk of iteration on level design is really needed in the last couple weeks.
* Controller support in main menu, please!
* Checkpoints need visual indication of having passed them, and logic to prevent them being hit multiple times (the chime sound). Notice that they disappear in Hoikei's and Nikolay's levels for some reason?
* In general, there's some things going on here (the character seems to be a different colour after dashing in some levels, checkpoints don't always work the same, grass implemented differently) that make me wonder about your cohesiveness as a team? If one person sets something up (like the grass or the checkpoints) then (A) they should be communicating it to everyone, and (B) they should be bundling everything necessary into one actor and setting the default values, not relying on others to go in and turn things on and off! Remove the collision permanently on the grass mesh via the mesh editor. Make sure all checkpoint behaviour logic is in the checkpoint, etc ...
* The player is able to "ride" the hazards - is this intended?
* Why are there two separate death responses? I don't get the animation/tune when I land on the spikes!
Tudor:
* Watch for open spaces and geometry leading the player in the wrong direction - I was pulled LEFT from the start rather than right. Just move the tree up a bit. Maybe consider some slopes?
* Some nicely spaced jumping, and the touch with the companion luring me into facing the enemy was really nice.
* The jump from the lower platform in the first level feels almost achievable - not quite a serious problem, but worth looking at.
* If you're going to have your level be on the "Play" button, make sure it has its full logic in place, even if the geometry isn't there ...
Davy
* First set of blue platforms seem pointless? I can just bypass them?
* Don't put checkpoints anywhere other than the golden path of the player
* If possible, avoid scenarios where the player bumps their head on things. Not the worst when you have a low ceiling, but combined with a jump it can be a little awkward
* There's nothing fun or strategic about the forked path choice. "Easy or difficult" isn't a challenging decision, it's a player preference - and, for the most part, the job of the game designer is to define the difficulty of the experience. Would heavily suggest removing this, since the easy path doesn't have much of interest on it anyway.
* MASSIVE difficulty spike when you reach platforms + hazards + gas!
* During this section, it's possible to have the blue platform push you up INTO a hazard, at which point you glitch awkwardly through the platform - looks very messy.
* Mind your gap sizes just after this - they're a little short.
* Might want to tweak the deep pit + red spiky guys a bit, because although the blue platform is there to guide you in, you still can't see the floor when you enter the space.
Hoikei
* Remove the text from your level, please! Treat this as a product, not a school exercise.
* Spikes near the start are IMPOSSIBLE to see in the grass
* Same issue as Davy re: split path. Nothing to make the choice on, nothing feels good or exciting about the decision. This gets extreme as the level goes on - it feels like you missed something important in learning about level design before engaging in this! There's a LOT of content that might need to be trimmed back a bit here.
* Hard to give you feedback on everything due to the multiple branching paths.
* Watch your timing on moving platforms & hazards combined. Sometimes the two sync up in a way that makes passing them unfair, and it's very hard to judge the timing as a result. Think "challenge" - the challenge here is partly pattern recognition, so make sure there is a clear pattern!
Tamar
* Still can't play this, because every time I exit the blizzard my character movement stay the same as in the blizzard. Is this a rare bug? I thought I put this in the feedback last week ...
* I also collide with the grass when I fall between the platforms, leaving me stuck ...
Nikolay
* Not much to report on here - nice ideas, but obviously short of an actual level right now.
* And yes, work on the camera.