First of all this game has made in 7 days to practice and learn Unity for the first time .I updated the game and fixed some things you mentioned. Now camera is a little better . Now when you throw the slippers and don't take them back they will come back to you automaticly a few seconds later . I increased the meele attack's range hope it works . The reason why the pixel art's size don't fit each other is most of the thing is coming from various free assests and it is hard to find assest that fit each other. I changed some off the sound effects I hope it is not so bad now . The reason that there were 3 enemys on a tiny platform so player jump on them gain a vertical speed and pass the platform but I changed it it is normal now. I hope the game is better now I will keep adding new levels and improving my game desing and can you change your review according the update and be aware that this game just made for fun and learn.
I totally understand that! I make games for fun and learning too. I make reviews like this because I hope they could be used to help improve your future games!
I'm really sorry if I was rude or anything like that, I just get honestly upset, because some things are just obvious to me, and but not obvious to newcomers.
I will say, the new camera definitely fits the game now. The previous camera was made for something where you would keep moving in a direction, without stopping every 2 seconds.
The slippers are kinda infinite now... You can just spam them to your heart's content, but even that was an improvement. Honestly, I had a much better time with the game because of that.
I understand trying to make the player jump on the enemies like that to get to the other platform, but here is a little level design tip that I realized after tons of testing:
Never force the player to get hit.
Unless you have a really good reason for it, don't force the player to get hit to progress. Obviously, there are exceptions... In Celeste chapter 5, the game forces you to kill yourself in the pov of a monster. It was to teach you that the monster is dangerous.
In the context of your game, the player will reach that point, and then get stuck trying to figure out how to get past it, grinding the pacing to a halt. They could try to attack them, but they would die several times trying. They could shoot them, but the angle is just too awkward to do so. Honestly, it doesn't even matter that you require that they take damage, what sucks is that it just disrupts the flow of the game, and that moment just sticks out. It also ruins an opportunity for a player to try to beat the game without taking damage.
I was playing, and I realized that the jump sound effect was replaced! It took a while for me to notice it, because of how much more natural it was. While I was making my game, I tried to put in some walking sound effects, but it felt too out of place and unnatural, that I just removed it.
Score raised to 3/5, making the ranged attack infinite made everything much more enjoyable! The level design made sense, and because of that, it was much more satisfying, and thus, not as much as a waste of time.