This game is brilliant! :D Still playing the demo at the moment but I will record my observations here and then my suggestions afterwards as I do:
- During the introductory scene, Dude's speech clashes with the background, making it harder to read.
- The dialogue during the scenes sometimes progress too fast for reading fully (Not the best eye sight).
- Volume level of music transitioning from scene to game play is abrupt and disorienting.
- Being reset to the start of the level every hit seems disorienting and interrupts the experience's flow.
- The jump mechanic seems too sensitive as it is very accurately based on how long I hold the up key.
- It was not obviously clear to me at first that I had to carry on moving off screen to progress to the next level.
- There are no ways in game to control the volume level or key mapping.
- All enemy kills progress is safe yet when I move back after moving a block, it resets.
- As was mentioned previously I believe, Level 3 is way too difficult due to the lighting and lack of opportunity to kill the bats as if you jump at them, you are usually damaged.
[Apologies I stopped playing at this point as it was a tad too frustrating for a nice side-scroller :P]
- Here I would suggest that you use some form of outline on the text or speech bubbles so that the user has a good surface to read easier against.
- As for the dialogue being too fast at points, I would suggest either text speed options or the ability for the user to click to progress dialogue at their own pace?
- Keeping the overall music levels constant throughout the game would help to preserve the suspension of disbelef and immersion of the user :).
- I would suggest that you allow the user to get attacked and lose 3 health before then resetting their position on the level using a separate "lives" system :).
- RE The jump mechanic, I would suggest two or three specific jumps depending on how long the key is held? 3 defined jump heights :).
- In terms of the movement at the end, I would suggest some form of marker or specific terrain indicator that the user should move off screen?
- Volume & Key-mapping controls definitely would help :).
- I am not sure if the block was intended to re-spawn hen it moves off screen, yet that in itself seems not to flow with the rest of the game :S.
- With regards to level 3, I feel the narrow view point of the light spot, as well as the user in-obvious ability if there is one to defeat bats, is what heavily needs to be addressed. I would suggest by returning the view to the entire view port by eliminating the light spot until a late time, or by designing a cleanly achievable way the user can defeat the bats :).
PHEW! Sorry I know there is a lot to read there, but I hope this all helps! :)
It is a very good game design with a promising future as a good, solid game :)