You give the most thorough feedback! no one else mentioned anything specific.
The disappearing blocks on level 1 threw me off but it answered something I've been wondering, so they count as 1 object I'm guessing. It seems all the sound is missing. Your bonus level was my favorite dodging the acid on the platform ride was the most exciting part, it's well done, and i haven't seen the others try it. Is being able to skip most of level 3 intentional? Using the player death sprites that way was a bit morbid especially the animated ones cause it's like they're actively dying but it's an interesting idea that could be handy, could have given them individual chambers or used a new tileset slightly shifted to cram them together. The last bit of the bonus level i think could have been done differently if you wanted the giant walking enemy to have been the focus like either adjusting the timing or spacing the waypoint enemies out. anything you curious what i think of?
I can record my 1st playthrough of your next game if you'd like, recorded one of a rushed playthrough of your game after i was familiar with the layout. recording on windows is easy with Windows+G or Windows+alt+R i don't know if there's a mac equivalent but could be handy.
now i'm gonna ramble about my own game, forgive me if it's uninteresting. You can ramble about yours to me if you want.
ya know i was thinking actual level design might be a weakness of mine, i couldn't think of anything so i just threw em together then checked if they were beatable after i made the mechanics.
my level 1 was just the tutorial.
levels 2&3 i wanted to see if i could rotate the tileset and how the player dealt with slopes. level 3 i was gonna do something where the player spawned temporary platforms when he landed but i didn't know how to make them passible through 1 side at the time so i moved on and instead of deleting those levels i added a goal pick up to the end of level 3 and left them in just to let my peers see how slopes worked with the project as is. oh and the platform on level 3 doesn't move randomly, it targets 3 waypoints i childed to the player, the platform on all the other levels i set to move between the same 2 waypoints and then to the player.
level 4 i just wanted a water level but didn't know how to make it hard so i just flooded it with enemies then got distracted by how i didn't like how they moved.
level 5 the plan was that physics material with friction+surface effector = wall conveyor, didn't notice anything so i juiced it up and turns out it gave me a launcher instead, so i just placed background elements to highlight the movement and keycard location and sprinkled points around for if people wanna ride it multiple times and try and nab them.
Level 6 I just made my script to do something similar to my water and reset the amount of the player's timesjumped count on collision instead of on enter, seem collision is wonkier about tags so i just excluded that part and let errors that didn't effect gameplay slide, enemies don't have a playercontroller component or timesjumped and still collide. actually that script is in effect on level 5 too. anyway i randomly placed solid tiles and saw i could beat it, sprinkled walking enemies then just carved out a section of wall to poorly signal you can wall jump. with your feedback i'm thinking maybe i could have made wall jumping completely optional... or add just a couple more tiles. Also i didn't get to use floating water tiles like i originally planned.
made a video of different ways you can beat the final level if you're curious.