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(2 edits)

Semi-on-the-fly comments:

  1. Controls are QWERTY-only instead of layout-independent, BUT arrow keys are enabled.
  2. When dying on spikes, you can still move for a bit and the collisions are still counted (as can be seen through the sounds).
  3. Oh, double jump! (Discovering it after first fall trying to dash over the second hole/pit. XD)
  4. Third pit: I went down wondering what was there; it would be a good thing to let the player see what is coming. (I could not see either the spikes nor the right ledge.) This might be caused by the small navigator window though; with a bigger game screen, it would already be solved, I think.
  5. Oh, is there music, although very low? Not sure.
    I think there is! You should definitely adjust its volume. Beautiful soft ambience music! :)
  6. Maybe some health indicator would help the player.
    PS: I had missed the exact passage where you mention it on the game page… X) Sorry!
    PPS: in addition to having those resolution (and sound, and so on) issues, navigator versions apparently tend to attract ‘fickle’ players that give little consideration to the game and will not take much time to understand it nor to review it through a written comment. This is something I discovered only very recently!
  7. Ah, dying against goblins, I understand the green crystals are checkpoints! Some sound or animation to show the player that he has activated the checkpoint would help.
  8. Sometimes, after respawning at a checkpoint, you get sent back to the checkpoint when you move a little.
  9. After two dice, in the lower corridor below a door, I see two small white dots aligned horizontally; I do not know if this is on purpose (as an indication) or unintentional.
  10. I like the idea that there are multiple possible paths.
  11. I am curious as to how the dice operate the doors! Is it based on parity? Maybe you could find a way to tell the player. Or not, after all, this is not necessary…
  12. I suspect you can entirely bypass the enemy generating dice by simply jumping over their buttons.
  13. When jumping, touching a coin is counted as a solid collision; I think the Mario-like version of not being repelled is more pleasant, although this may depend on players’ preferences.
  14. I notice some pixels from the last image of the exploding animation stay there for a bit. Either the animation has some extra frames to delete, or the explosion should be destroyed a bit quicker.
  15. Oh no, a door! <:o Retracing my steps and going into the last pit I encountered: alas, spikes… <:( So, this may be one the dead ends you mentioned on the game page, and the end of my journey.
  16. If you could tell me what the end of the game is, I would be grateful (I am curious!). :)

Conclusion: I like the idea of the multiple-path dungeon, though the dice-controlled door. As for the enemies, I think you should find a way to force the player make them appear, or give an incentive to do so (for example, rolling the dice could result in bonuses too). There are also several little bugs that may be annoying but which I am sure you can do away with, given some more time. :)

And I like the soothing and mysterious atmosphere of this little caped guy with soft piano ambient music, well chosen. :)