Tired new version. Love it.
Bad points first.
- Might just be my bad memory, but I it felt like the jump was a bit lower than it was in v0.2.x, which is actually not bad, but it felt like a few locations I should reach I couldn't until I get more dashes.
- Default player attack is small, so I keep running into the tentacles when trying to line it up, and it hits in a shallow line, so jump attacks miss often. Circular all around attack is better, but kinda difficult to do and messes with my dash accuracy.
- Really want a dash-attack, either one to pierce through the enemies and keep going or one to bounce off the enemies without doing damage, but using one of the dashes.
- Some of the dashes are pretty tight, especially in the orange location. I would like a cardinal direction dash because mouse aiming is never completely horizontal.
- Sexy time animations of v0.3.x are not really my cup of tea, though I'm sure you'll introduce other aspects common in your artworks in later updates.
- Map begs to have either a Tab or M as it's hotkey.
- Game is starting to get big enough to warrant a save system. Especially one that will allow players to bring progress from earlier versions forward. I think I did the starting zone a whopping 7 times already.
Good parts:
- Getting more and more dashes from bosses is fire. Creates the natural "hyper beam" moment, where annoying spikes become a myth of the past and so does floor. Maybe a few more options to hold in mid air and your platforming alone would be good enough to carry the game on it's own, as long as level design isn't completely bad (which it currently isn't, but does tend towards hostile towards the player).
- Fountain system is really cool and you clearly have a feel for where to put warp points without them.
- Gigantic tentacle boss is really cool and (ignoring the problem with player attacks I described prior) enjoyable to fight even on a single dash.
- And with the way you are developing the map, I'm guessing you are going to scale the bosses and levels to the lowest number of upgrades player can have and get there, while also giving an option for the players who struggle to go do other low level zones and come back stronger than intended. If so, that's fantastic design.