Thank you! It was my first time doing any pixel art that wasn’t a 16x16 sprite and a two frame animation cycle. Agreed on the criticism, unfortunately ran into an issue with a team I was going to be a part of and it lead to a significantly shorter dev time (33ish hrs). I had an idea for a ranged enemy based off of a neuron that would’ve been similar to the stone dragon heads in Castlevania, and another based off of the cells used for bone production that would’ve fired bone shards at you. I also had some additional hazard and level decor ideas. Just didn’t have time to implement them. SFX was something I wanted to do, but unless I took another day off work I wasn’t going to be able to. I may play with this more in the future for fun, but I really enjoyed trying to make a platformer for the first time.