I played this game for around an hour, it was my first time trying the game out and I really enjoyed this game, the visual is stunning and I like the relaxing and cozy vibes the game gives me. I think the mechanics of the spear throwing as a platform and boomerang type weapon makes this game interesting and fun for me.
The basic controls were quite straight forward and easily understood for me, took me around 2-3 minutes to figure out how the spear work. As for the other controls like seed and human honestly, I don't understand what they do, maybe it is some feature that is unlock later that I haven't unlock yet but because they are added in the control scheme in the pause menu it is quite overwhelming and hard for me to find the basic controls like the key to jump. Other than that, the feel for all the movement and jumping felt great for me.
For the level design I feel that the pacing of the obstacle challenges was good until after the boss 1 fight. The location with 3 moving obstacles and 2 laser beams, for that area I feel that the difficulty of that area is too high and require multiple occasion perfectly time spear throw and jumping, in my opinion the moving saw is too fast, and it forces me to throw my spear instinct on the wrong spot and end up causing me to end up in a bad spot or time my jump wrongly. Maybe the obstacle for that particular area could be reduce or have the saw speed.
For boss 2 I didn't manage to beat it, I feel that is slightly too difficult for me and compared to the first boss this feel like the 3rd or 4th boss of the game in terms of difficulty. Boss 1 I remember it is very easy to fight and there is a lot of space I can move while boss 2 I am suddenly required to time a lot of my movement while reacting to multiple projectiles and it very hard not to get hit at least once at the early phase. I think that the rotating sphere around the boss 2 could be introduce on the 2nd phase of the fight instead of right at the get go, because at the first encounter I basically am more focus on trying to avoid getting hit by the shooting projectile and cause the orb is rotating around the boss I wouldn't think of getting to the back of the boss and only realized how to damage the boss at my 3rd try. Also, maybe the boss bum area can be a different color as a form of visual cue to inform player to maybe they have to hit the back of the boss.
For combat generally it feels great, but I don't see a situation yet where I should do a melee attack over a range attack because for a range attack, I can kill the enemy in a safe situation whereas if I try to do a melee attack, I get to the risk of getting hit, maybe the melee attack could deal more damage and deal a slight stun to enemy upon hit to make it more appealing to use melee attack instead of range.
For the checkpoint flower I feel that it can just heal the player fully upon touch cause at least for the case of the 2nd boss I reached the nearby checkpoint with 1 health and have to kill myself just to recover the health I lost. or maybe have some of way to health my lost health after going through a tougher obstacle course.
Visually speaking I honestly didn't notice the spike most of the time I feel that the spike blend with the ground too much and I notice the sound before the spike lol and also like I didn't notice this gold coin rock that I can hit to get coins until the end of my playthrough maybe make it glow a little cause I legit thought it was a background asset.