Nice to see another GB Studio user! I like the idea of having such a small map as a limitation, but the lack of a large upward jump made it impossible to retrace your steps if you missed a powerup. Also, I couldn't figure out for the life of me why you die when you get to the bottom of the screen...
Viewing post in Microidvania jam comments
Aaah yes. That would be the pool of acid.
Perhaps I could have lit it up better prior to falling in it.
The lack of jumping prowess was to help the high jump feel like a big upgrade.
I did make sure at every point in the game the player is able to go back to the last "checkpoint" of getting an item via the painful process of death.
I'll be sure to try out your submission on my GBA!