This is an interesting proof of concept, resource management for collectables to utilise special abilities is an interesting mechanic that I would love to see developed further. The music was nice and calm and the character design is pretty cool.
A few points for improvement:
- The character controller feels rather floaty at the moment, upping the gravity and jump strength would be a good idea here to make that jump curve thinner.
- Carrying on from my previous point, the character having such a high jump results in poor level design, the walls are gigantic compared to the size of the character, and not only that, this introduces a lot of "whitespace" in the background with a huge proportion of the screen just being background which looks bad.
- There's a tiny little collider bug in the beginning where the one of the floor tiles stops you from going left unless you jump
- This is from personal experience, although the character design looks great, the pixel resolution for the character is pretty high compared to the pixel resolution of the tileset for the level. This discrepancy makes the character look out of place. Another reason this is a bad idea (from personal experience) is that the character will take way too long to animate, and harder to animate well. This is particularly a problem in this case because you have two version of the character, each with their own animations, so you're probably quadrupling the amount of time it takes to develop.
In summary, I like the core concept and would like to see it expanded upon in a lengthier demo!