Thank you this is very helpful, I feel like the game with improve a lot thanks to this feedback! Coyote time does seem like a good idea, I had been toying with the thought of adding the extra jump forgiveness as a powerup but with the double jump already implemented it might be a good idea to just have it as a default setting, especially as the difficulty increases in the later levels.
I for sure need to do something to telegraph the enemy attacks, the enemy attacks in general were intended to be placeholders but then I keep getting distracted by other things and the updates slip through the cracks lol. I was mostly just thinking more dynamic and expressive but a proper "wind up" will for sure make the game less frustrating in the beginning. I will probably also have the "toxin cloud" and sound effect play every time the player triggers the attack sequence instead of just when they are hit so it can be timed if the player goads the mushroom into attacking and then backs away.... either way that one is definitely going on the to do list.
I can't believe the water level drop in slipped through the cracks this long to be honest, now that you mention not being able to see the fish when you drop it seems so obvious but I really hadn't even considered it. I do think I could cook up a "peek" mechanic that would help with that while keeping the game challenging... and maybe even open the door for even more sneaky hidden areas that can only be found by peeking around the right corners.
First encounter pop ups are also a good call out, plus it's quick and easy to implement so I am always happy with that lol and checkpoints for sure I was looking for a way to add difficulty settings down the road anyway and that one seems like a great solution. Oh and thank you for the positive call outs as well! I need to know what's not working but it's nice to know what's working as well :-).
Best of luck with all your game developing!