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The tutorial works just fine as a showcase of mechanics for levels that are yet to be designed, but as a tutorial for an actual game, it's almost silly how eager it is to introduce complexity only to do nothing with it. Mechanics like the soccer ball and enemies in general appear multiple times without ever serving any use. A lot of the tutorial prompts and even the controls themselves could be simplified in too many ways to list; you should really rework those levels if you want the average player to see the rest of the game.

Chase/run being tied to fixed right/left buttons rather than relative to which character is to the left is confusing.

Besides the matter of ladders for some reason resetting command states and having special commands associated with them, I'm not yet sure what you're going for with this command control scheme that wouldn't be achieved by controlling the characters separately.

I got stuck by falling here without the kid. Passwords take you to the beginning of the level that awards them rather than the next one so I'm not going back.

Overall, I don't see what you're going for with this game just yet. It's a bit of an amalgamation of props without any core idea to explore. If you want it to be about a narrative there didn't seem to be enough of that and I couldn't really tell what the props and environments were meant to convey in terms of a story.

There may be a lot of mechanics introduced in the first 3 levels but as the game progresses, I want to make sure they occasionally show up at times while certain "new" things would be one time gimmicks or less common.

I am considering a Lost Viking inspired thing so players can play as the younger sibling in case the command system is still difficult (I'm already making it so Players can no longer push them off ladders).

The Q combo system is because someone once said the game had too many buttons.

The idea of the passwords is that they always represent the current level you've finished, which I assumed was how most level passwords in games worked to begin with.

I just added a moving vertical platform in the area you said you got stuck in.

This game exists because I came up with a bunch of characters and felt like making use of them, which is also why later levels show completely different characters and themes.

Yes, from what I have played so far, I would prefer to control the characters individually. That could change depending on what ideas you have to do with the commands later, though.

The idea to use a key combination itself works well, but I intuitively try to use the directional key that would move the kid closer or away from the adult at that given moment rather than memorizing that left or right do fixed things.

What I mean is that the password I get by beating stage x and moving onto x+1 puts me at the start of stage x rather than x+1.

Part of the "right is follow, left is run" system is because it wouldn't apply to swimming which technically has "four-ish" directions as opposed to walking and climbing being both 2 direction based.