Control Stuff: Space as shoot is very nonstandard considering you have up as jump, additionally having two different buttons to advance text and fully complete text is also very nonstandard. Consider changing for increased intuitiveness. Shoot completely locking you out of other inputs also feels weird, given the post shoot animation is fairly minimal(I would expect something like that for swinging a massive greatsword, not this). Crouching is not nearly visually distinct enough to be able to tell quickly. You also can’t crouch and move which feels strange in a platformer and severely limits the points at which you should actually use it.
Level Design: Some of the platform placement is very weird. If there’s a platform above me, I generally expect to be able to jump to it. Spikes are hard to notice visually as they are the same color as the floor and the window is very small(there’s also graffiti spikes which may be confused with actual spikes based on placement).
General: Transitions are very cool. Consider increasing score numbers, bigger numbers feel better. The enemies are not particularly interesting in my opinion and could do with more interesting behavior or be replaced entirely with stage hazards(they just feel like killable stage hazards at the moment).














