Hello, I played your game a bit today. I'll add my own little feedback if it can help.
I played without looking too much at what was expected. It seems there's a lot of systems being worked on, so I jumped in to see what catched my attention.
In no particular order :
- Mushroom jumps propulsion felt a tad too fast for me for that level of gravity. And I believe the detection hitbox to trigger the jump could be enlarged, especially on little ones.
- Options menu under the Workshop category feels non intuitive especially when the button is not alongside the EXIT one (suggesting game system functions)
- A little tooltip or prompt would be cool to have for objects you can press Action on
- Maybe something similar for crates, like a hover outline
- Dungeon pieces need more colors/forms variation to help navigating its longer generations. Grey walls, marks, wall vines, torches...
- Flying crates makes no sense logicaly or magicaly. Would serve the game to have them attached to a cord, or under flying spell particles
- Coins sometimes felt too high from the ground visualy
I have to say I did not understand a lot of what I was doing, despite trying, but it's an early proto so it's alright.
Despite loving these kind of mechanics, the timer felt really short. Maybe having smaller but more coins would help.
I would also suggest being more strict and more precise on the lewd disclamer, not knowing what kind of lewd it might be. Game visuals or title so far are very cute and don't presage on them. I think it could serve the game morally and technically.
I hope to test the follow up, cheers.