Thank you for being so involved in this jam. I have seen your comments everywhere.
Your game has an interesting premise.
The first thing I think that needs work next in your game is the player controller, and physics. Your player needs to convey some amount of mass, and I don't think you intend for them to be so floaty. the animations are not switching as soon as I press the buttons making this weird sliding thing happen. I get stuck on walls when I use horizontal movement while in the air, and I should just be falling.
I think it is vitally important in a platformer to have these things all the way done first before working on more level design because so much of everything else hinges on things like how high the player can jump, or what their stopping distance is.
I will give you this resource about some finer details about some other platformers. I thought it helped me change my perspective a bit.
Why Does Celeste Feel So Good to Play? - YouTube
I know mine is not perfect yet, but if you want to try it out, I have put a lot of effort into the physics and character movement for my submission (a platformer).
The animations are super blocky. It would work well if this game was themed as robots from the 1930's, but you are using 3D models and the main character never moves from the perfectly 90° rotation. There is a lot you could add.
You have walking sideways and standing still.
I would want to see different animations for
- attacking while flying
- attacking while walking
- attacking while standing still
- jumping up
- falling
- landing
- flying
- dying
- Enemies dying