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Didn't know the IRS sends ninjas to combat tax evaders xD
Overall, pretty unique game! I really love the player's animations when crouched and jumping which reminds me of Sonic. The thumbnail also looks really cool.
For the gameplay, I'd suggest revamping the air control a bit because often times seems too erratic to control the character in tight platforming sections. Despite avoiding some enemy "taxes" can be pretty challenging at times, I wished there were more to the bullet hell aspect like some spirals and circles. Still, had lots of fun, keep it up!

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I did have plans for more enemies and even a boss, but coding them was becoming challenging. I often overlook the simple things and jump into the complicated stuff right away, which is never a good idea but I keep doing it anyway.

What would you suggest I do to the air controls? I was trying to get it to be like Contra so people would feel at home.

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If you do a forward high jump and let out of the forward input while the player is in the air, he still keeps moving forward until he hits the ground. This can feel a bit annoying at times when you want to land on the platform that is below the player. Now that I'm getting a closer inspection, the air control is mostly fine except for the detail I've mentioned above, but there's also the fact that the camera has no smoothing, which makes really weird to control him while airborne, try jumping and changing directions while in the air, you'll notice that the camera snaps left and right instead of one smooth movement.

These are all details that can be enhanced to make your overall movement feel better, and its what great platformers do:


Oftentimes, great movement and controls are resumed to many little things done well, so I'd suggest seeing how other games such as Celeste does. The problem that I have with Contra is that is too old and "digital" movement, which is pretty outdated. Players nowadays want to feel natural and smooth while moving their characters, so definitely check out how great games do their movement. 

(+1)

Yeah, I've already seen that video, I was fiddling with the platforming code so much getting the collisions and friction to be just right but sometimes you just have to learn to stop and say "good enough," especially when you have seven days to do everything else.

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It comes as an experience rather than everything in a week. Took a little while to make my platformers feel nice, but the good thing is that I kinda have this template that's ready for any future projects that I make, my game as an example already had its top down movement and bullet pattern system prepared before the jam, so that made me time to dedicate on other aspects of the game, just polishing in general. So, don't worry about it now, with time you'll learn and implement new quality of life things and eventually all of your subsequent games are going to feel like butter. ;)