Some cool atmosphere and visuals in this game. I really liked the visual effect on the jump and the dash ability, as well as the little light motes floating throughout the screen. The text overlays on power-pickups were pretty smooth as well. I also liked the bit with like 5 of those little running guys on one screen - I secretly hoped they were going to run away and then merge into a larger boss as I was chasing them. I appreciate that dying just let me reset the current room.
Some general feedback:
- It was fairly difficult to build a mental map of the whole dungeon because it all used the same tileset. There were some areas that were easier to remember because more personality had been injected into them (such as the room with all the hanging people), and it would be good to see that sort of approach applied to some of the important pathways to make them more memorable.
- The dash, while a favorite of mine, could be unwieldy at times due to its unusually long range and the game's very fast fall speed. There was one particular room where I had to fall down and then dash through a gap while falling that took multiple attempts.
- Some of the gate positions felt unnecessary and took away from the impact of finding other gates; it's hard to remember which gate is important when you encounter so many in a short amount of time.
All in all I liked the atmosphere presented in this game and enjoyed the movement and combat in general. I would be interested in seeing a version with a bit more background/room differentiation and a bit more guidance in terms of player pathing. Good work so far, keep it up!