Woah, didn't expect a genre-mash like that in a 1 week jam. Great teamwork you guys, the different segments went together seamlessly and the narrative was coherent. I got some feedback for all of you:
Visual novel: Right arrow key is a very odd binding to advance text and it would be good if it could be buffered (it still advances when the text is finished scrolling if you press the key while it still scrolls.
Platforming: I think the difficulty is totally fine when it comes to level design, it's rather the controls, floatiness and hitboxes making it a bit finnicky.
- Player jumps and falls agonizingly slow. The moving platform move twice your speed while you're in free fall.
- Hitboxes of the spikes and/or hurtbox of the player is pretty evil. Rather make them a bit smaller than a bit bigger. Close calls are fun. "That hit me??" moments are not.
- In the second screen of the platforming segment there is a part where you have to drop down and the camera doesn't show you there are spikes underneath. That's a big no-no.
DDR: Could honestly be harder. I missed so much and still got the highest possible score. Love the animations!
Bullet hell: Amazing section, really loved the creativity in that. Once again, hitboxes/hurtboxes are kinda evil. It's common practice to make them a bit smaller than they look and just hand the close calls to the player. A bit of sreen-shake now and then for extra juice would be sweet.