EDITED POST
Since it's basically impossible to get proper feedback on these things, I'm setting up an exchange system: A review for a review. Post your game here and I will give an honest, extensive review of it, plus constructive criticism where applicable. However, my computer sometimes has issues with running downloaded games so I can't promise that I will be able to play it unless it's browser based (but I will try).
Specifically I'm looking for constructive feedback on the world editor, to help me improve it and make it more accessible. I want it to be easy for players to create a simple world, even if they don't have experience with in-depth level editing.
ORIGINAL POST
I'm looking for feedback on my game...level building...creation...thing. Let's call it a game to make it simpler.
BoundWorlds is sort of what you'd get if you took something like Game Maker and turned everyone's project into a single, cohesive multiverse experience, with a main character who can jump from world to world by passing through portals.
The "base" game style is a retro action-adventure type game (kind of Zelda-like), and the editor tools are built around easily creating cutscenes, dialogue trees, combat stats, and other things you'd expect to find in a story-based adventure game, but the editor is ridiculously flexible - you can pretty much reprogram everything. You can also export your objects and use objects created by other players.
Try it out and play a few worlds - they vary in length from less than a minute to about a half hour. (I'd recommend anything by me or Kamani, who has been adding content since the game was in early Alpha). Keep in mind that anything you see in-game can be reproduced in the world editor. "Devs cannot make anything that players cannot" is one of the main design philosophies behind BoundWorlds.
I'm mainly looking for feedback on the editor, though. My goal is to make it as intuitive as possible for players looking to create something simple, without sacrificing flexibility for those looking to make something more advanced.
You can play it in a browser, either on BoundWorlds.com or on indigofenix.itch.io/boundworlds. (The former lets you play in fullscreen.)
I did make a tutorial series, which starts here. My objective, though, is that the tutorial should not actually be necessary. (The older videos are from earlier versions so they look different - new versions are much more polished - but the mechanics have not changed significantly.)