I love the look and feel to the game, and it's fantastic that devs were able to put this together in a week.
The charming squish/bounce animation to Celeste's jumps. It adds feedback and a joyous response. It is very obvious that the 'aesthetic' and feel to this game is a faithful and charming reimagination to the original. Big props for the visuals to the game; it plays on its wonky graphics , and it really is beautiful in its own right.
From my first five minutes of playing this, my main criticism would be two main things, and I say this not to bash the hard work of the developers but to provide suggestions that may legitimately make the user experience more fun. (Keep in mind that these implementations may not have been possible within a one week frame of development:)
1. No climb/hold limit. This is self-explanatory, and I can see why there might've been a decision to remove that given the design of the levels. However level design should be built around and adhere to the physics/capabilities of the character, not the other way around.
2. Barely any degree of control during the actual dash itself. You're committed to the full distance from Point A to Point B. An implementation that allows the player to veer slightly more during the dash would contribute to the freeflow movement that the original encapsulated so well. In addition, the inability to fully turn 180, into the opposite direction, *after* dashing in the air is a problem too, not to mention the clunky degree of control after air dashes period.
Hoping to play through the full game soon so I can comment on the level design, but these were some initial thoughts I wanted to write out.
I enjoyed Celeste, so it was nice to see an adaptation with a lot of love put into it. Cheers