- The camera shouldn't switch sides until you've moved a certain distance or waited a certain amount of time. Having it switch immediately gets disorienting when you want to make small adjustments, especially in the air.
- Signs should be behind the character so that the text faces towards him instead of away from him.
- Why is there a sign with an arrow pointing towards a collectible in a dead end? My first assumption was that the arrow was pointing towards the exit and that the collectible was in the other direction.
- It took me a lot of tries to figure out how to get past the spike pit in the second level without taking damage. I thought you had to drop down and hook onto the dirt tile at the edge; make the metal go all the way up. You should also remove the spikes and the ant since it's the first time the player has to make that kind of jump.
- Spikes should hurt you from the sides, like for example if you walk off the tower above the collectible in the third level.
- I still hate these enemies that stick to walls and fly across to the opposite side. Getting past them feels like pure trial and error, at least with the way they're used, and if they end up on the wrong side, you're forced to take damage a lot of the time.
- Again there's an unnecessary ant after the above enemies. Introduce new mechanics and enemies on their own without any other obstacles.
- The death animation can put you in the goal area and it'll count as beating the level. The transition animation plays again once you're already back on the level select screen.
- On level 4 there's again some rushed level design pacing; the wall of alternating dirt and metal is introduced at the same time as having to hit a 1-tile ledge, and there's spikes and an ant as well. The shaft at the end that makes you do it again if you miss the next jump seems needlessly punishing, too.
- The sprite of the wall enemies should show if they're ready to fly across or not. I died because I tried to bait one too early.
- Broke the crate in the cliffside level and the helmet fell out of the level.
- That first part of the cliffisde level where you have to do two nearly pixel-perfect jumps to avoid hitting your head on first the enemy and then the dirt above it is incredibly obnoxious.
- It seems impossible to make it to the platform with the crate in the cliffside level without hooking onto the crate. What are you supposed to do if you fall down after breaking it?
- Why is the collision for the large fan the same width as for the small fan?
- The lack of input buffering for jumping before the hook has connected makes the game feel really unresponsive.
- What's the point of letting you drop down to the ant at the start of the mushroom level? The wall enemy makes it seem like there's something there, and you can't get back without taking damage.
- Making the helmet in the mushroom level inaccessible after you've broken the lantern is a very strange decision.
- The hitbox for the ants is a few pixels too wide. The one at the start of the frozen caves shouldn't be able to hit you if stand next to the edge of its platform.
- What in the hell are you supposed to do here? I don't see how there's any way you could get up there or break the lantern.

