While the artwork and music is good, I've found a number of issues with the game:
- It seems a little strange to have a platform game that has an attack that pushes you backwards when using it. If you start getting into precise platforming in the full game, this is going to be an annoying combination. Plus, the pause for the attack really interrupts the flow of the game. It worked in something like the first Castlevania because the game focused on combat and limited movement speed, but in your game, it's focused on exploring and traversing with combat. I like that attacking an enemy from above launches you a bit higher, making it easy to propel yourself over them. Also, what reason do we have to engage with enemies in the game if they're not in our way? Usually, I just jump over them because combat is kind of slow (you have to stop and kill them) and you get nothing out of it.
- I think I discovered a glitch: if you're hitting an enemy as you are bouncing off a mushroom, it launches you super high.
- There isn't really any incentive to collect the peppers in the game. As far as I know, they serve no purpose other than making the counter go up in the corner (if there is an incentive, you should probably indicate it in the game). The game itself seems reminiscent of older games, but you're leaving out outdated mechanics (like high scores and the extra life system) while leaving in something like this that served those mechanics. If there was something that unlocked after getting all the peppers in a level and an indicator as to how many peppers are in a level and how many are left to find, it would be different. Or you could have the peppers be fuel for something. If they're not serving a good purpose in the game then you either need to give them one or take them out. Also, the peppers are sometimes placed in such a way at times to where they look easy to collect (some are arranged to appear as if you could collect them just by following the standard path) only for the player character to miss them during jumps and you have to take a half second to go back and grab them. I'd also recommend only placing them in ways that doesn't kill the flow of the game, like if you give the player the special fruit (star powerup from Mario), having them stop to gather the peppers puts a stopper on the fun unless the peppers are ones that can be organically picked up.
- What's the point in having 3 different weapons you can pick up? Only one of them can be used to interact with the environment, like cutting down logs, so I stuck with it for the rest of the game (besides, the others are kind of lame). You could have went the Castlevania route and made it so stuff like peppers filled up the meter for using the weapon, so the more peppers you collect, the faster and more often you can use it and, if you haven't been collecting peppers, you'll have to wait. Just an idea.
- One of the medals for the game is to beat Iris without taking damage. The problem is (and this is a problem even without the medal) that her attack patterns in the second half of the fight are so random that she could teleport over top of you while you are surrounded by (carrots?) in the ground and, as you jump, she hits you with an attack you can't reflect back. This isn't difficulty. This is luck. And, quite frankly, that boss battle is boring, as it goes from fairly easy in the first half to unfair in the second, where most of the time you need to use your range attack to hit her because she teleported far away or too high.
- If you dash into enemies, you push them pretty far. Did you mean for this to happen?
- Maybe put up a wall to the right of the Iris door. I dashed over to the right thinking there was secret area, went off screen, rose in the air a bit, and ended up spawning back near the door, losing health.
- The spider in the tree in the mushroom section over the long run of spike is annoying because you can end up running into it, not really seeing it until you take damage.
- Maybe offer the option to rebind the controls.
- I like that you can lower the framerate in the options menu. A lot of games don't let you do that.
- I hope the dash mechanic is utilized further for more frantic platforming challenges. I say this because I went back to the bridge section and used it when I was behind where the bridge was falling and managed to catch up. It was probably the most fun I'd had in the game so far.
The game has potential, but I'd suggest not to emulator the past too much (or just the good parts of it). Good luck.