Thanks for the feedback! :)
I will note the dash-off-ledge thing. The trick to perform the dash jump (assuming that is what you mean) is to quickly slide your thumb from the left face button to the down one - the game has a very generous buffer system that works for all buttons. But I will make it so that there's a window after you dash off a ledge where you can still jump.
May I ask what were the hardest parts of the combat were? Part of the strategy is to know when it's safe to attack, and figure out what moves you can perform out of what attacks (many grounded attacks allow you to jump almost immediately after swinging, for example), but with that said I still want to make the combat as accessible as possible. I will still note the checkpoint density though, as they are currently only placed at doors, which might be a bit unforgiving considering how long some of the later parts are.
You're not wrong - their hitboxes are smaller. These will be made larger, but for the time being, here's a tip: you can attack pickups to collect them!
Which corner did you fall off? You should be protected from falling off ledges at pretty much all times when in an attack state.
I suppose that's a preference thing, I'm used to pressing the left face button to dash, because I find it easier to slide my thumb that way. Don't have time to implement a button config atm, unfortunately. :(
Again, thanks for the feedback, and I take it you had a good time despite its flaws! Just curious, where were you when the controller died? There are 5 rooms you have to traverse after you break the orb!