A few suggestions from a few minutes play:
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the jump feels too strict - if you press jump when slightly off an edge or just after moving up over a rise, the jump is disallowed. maybe the jump check could remain for 0.x seconds before it is disabled?
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should cauldrons continue to damage you in their death sequence?
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it is easy to fall into spike hell and it’s hard to get out because you keep bouncing when damaged so can’t jump.
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option to mute music