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First thing that sticks out is that this game's aesthetic is amazing. The pixel art, the music, hell even the font, it's  all extremely cool. I love the main character's design too. I think the movement feels solid as well. There's a lot of great stuff there. Unfortunately, I also have my fair share of gripes.

I'm not gonna repeat too much of what the other comments already said about the controls, while I agree that both the dash and the walljump could be more intuitive

I think a main thing about this game is that it seems to have a bit of an identity crisis. Due to either a bug or me not paying attention, I completely missed the parts about timing attacks to the beat for a long time, and I honestly don't think it affected my gameplay at all. There was only one enemy type I encountered, and I could trivially beat them by just mashing the attack button. The game, by its level design, seems like it's more interest in little switch puzzles and tight movement challenges than combat.  I don't think that's inherently bad or anything, but I did find myself a little unsure about the relevance of the timing attack, since the game seems more interested in trying to be a Celeste-like precision platformer. During my playthrough, I never felt like combat was a challenge, while the movement challenges were consistently very difficult. And very punishing.

Here's a section I got stuck at for a long time, as an example. To get to where I'm standing, you need to do a pretty tricky wall jump into the double dash powerup, then do a double dash to the top right wall, and do another walljump, avoiding spikes in the process. After you step on a platform, you have to fall off the ledge, dash into the double dash again, use that double dash to cling to the left wall, then wall jump onto the platform. And then, after you've done all that? You jump to the other side to get instant killed by the spikes on the ceiling that are barely visible and you have to do that whoooole very precise sequence all over again. There's no second tries, no checkpoints, no recovering for mistakes, you just immediately die. This results in doing the same jumps over and over again just to get another shot at retrying the jump you're stuck on, which I just don't find engaging. Did those ceiling spikes at the end really need to be there? Do they really add something? Or would this challenge have been less interesting if there was a save point at the pressure plate at the top?

In the end, I got stuck on the segment where you need to race the raising hazard floor after getting the double jump. I'm not sure how much game is after that, but I just couldn't do it, and I was starting to hurt my hands, so I had to call it quits.

Sorry for the long ramble, I hope I don't sound too negative! There's a lot of stuff I really love here, which is why I spent so much time on it, but personally, I found myself a bit confused about what sort of game you want this to be. If you do focus more on the combat, perhaps these kinds of precise punishing movement challenges are better reserved for optional areas.

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Hi there! Thank you for your feedback! The game was indeed supposed to focus more on the puzzle / platforming elements, but we're also planning to expand on the title and give it a bit of a new take. Well the timing was definitely made to fit the jam's theme, but we're still thinking if we're going to keep it as we develop our project more in the future. There's an idea we've got for the very moment and we might try to focus on giving the world some lore and  exploration / discovery parts in the future - We did in fact try to make this Celeste-like game here, but we're not sure if things will remain as such. Right now we're trying to agree on what do we want to do next and I think we might be getting back to work somewhere around the end of July :)

I could ask you though, if in your opinion using less of those platforming levels could be better for the game? I know that the wall-jump was pretty troubling and we've actually fixed the bug it had quite recently (we cannot post beyond the jam's time though), but I'm wondering if the levels themselves seemed confusing, might ask as well if in your opinion there should be some kind of a boss, so far we skipped this to focus on polishing the art, programming and music. 

About the combat, there is an animation for a second enemy type, but the time ran out quicker than we thought and we had to put it aside temporarily. But we'd definitely like to give some more attention to this part, we're generally thinking about refactoring the code and re-thinking some mechanics of the game to encourage exploration rather than precise jumping.

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I completely forgot to mention it in my original post, but I think your overall level and world design was very solid. I never felt lost for particularly long, and some of the platforming challenges took a bit of thinking for my approach, but I think that's actually a good thing, it was fun to plan out where to jump, where to dash, etc. I definitely don't think level design is at fault for some of my frustrations, those came primarily from the high dexterity requirements. Perhaps with some fixes on the controls, the execution barrier wouldn't have felt as high.

I don't feel qualified to say what would be "better" for the game. After all, Celeste is an excellent game, but I don't think it needs a combat system and boss fights (it does kind of have boss fights, but they're really obstacle courses). If that's the kind of game you want to make, I think it could be very cool! I think this game could work with more of a focus on rhythm-based combat and exploration, or with a focus on precision platforming, depending on what you want to make. Perhaps it is possible to combine both, but I do think that'd alienate a larger portion of players, since those two are pretty different appeals. Don't let that discourage you from making that game if you really want to, though, perhaps there's potential! If you do want to keep developing this game, I'd recommend doing some prototyping of different approaches, and really honing on where the fun is, in your opinion.

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Hey! Just wanted to chime in as the programmer and level designer and say thanks for your very detailed feedback! 
That specific spot you mentioned seemed to give a lot of players trouble and it's safe to say I got a bit carried away with the difficulty as Celeste is one of my favorite games. Moving forward we'd like to shy away from that very difficult and technical platforming style. Others have mentioned your frustration as well with there not being much room for error and having to start at the very beginning of the level sequence. 
I'm glad you were able to complete it despite your frustrations. As previously stated we have fine tuned the controls to a great degree since uploading for the jam so hopefully you'll give it another shot in a little while when the jam ends! 
Regarding combat a theme we really wanted to incorporate was "energy" of the music, so landing hits on beat increases the level of instruments and brings more life to the track, however it is agreed that this could be executed better or achieved in a different way without timed attacks.
You give some very good insight into "what type of game is this supposed to be" and is the exact question we are asking ourselves moving forward.
So thank you so much for the feedback! It is extremely helpful
Cheers