Nice job, especially for a solo project! I do not really like ultra-precise platformer games, but I played through this up until I racked up 200 deaths on one level before calling a quits. While I am likely not the target audience for this type of game, I enjoyed the project and appreciate the level of care put into it. Some feedback I have for what I think would make the experience more enjoyable:
- The camera's sudden jump to the spawn position after each death was a bit jarring. Interpolating this camera movement over a period of time or fading the screen in and out before might help with this.
- The saw blade sounds were the only sound I recall hearing after playing; I would appreciate having the option to turn down the volume of those sounds.
- I found the margin for error to be incredibly low for most jumps due to the very short usable duration of the thrusters. I think that increasing the thruster duration by some small percent would make the game a lot less frustrating.
- One of the levels has a saw blade which immediately will kill the player if no action is taken within a second of spawning. I usually prefer to take my time with games and observe what is going on before acting, so this kind of instant-death level design is especially frustrating.
- On a similar note of instant-death level design, having hazards so close to the player spawn can be frustrating as well. This paired with the instant respawning after death would often lead me to kill myself twice whenever I died on the last level I played due to these hazards (pictured below). This would usually be due to me dying and immediately controlling the character while holding a key and running into a hazard within a half second of spawning. I think that slowing down the respawn so that there is at least a half second of delay before you have control of the character could help, or alternatively changing the level design so that the player would have to walk a slightly longer distance from this spawn point before encountering a hazard.