Warning, there will be major spoilers for how to complete each level and how to catch the bugs (for the ones I could catch at least), I'll mark them all as best I can, but you have been warned.
Note: I am not a professional reviewer. I write from the heart, and I don't know how to make it sound "nice". I'm not trying to be hateful, and not a single part of this is a "you must change this or the game is not enjoyable" type of deal. I enjoyed the game, I was just frustrated during some parts and I think there might be ways to avoid that frustration. This might even be on purpose, I just don't like frustrating games. Though Stage 3 is an exception, I actually really want that changed if possible, but if I'm the only one that thinks that way I wouldn't exactly be devastated if it wasn't changed.
STAGE MENU:
I had arranged the files neatly, went in to try a catch another bug, came back to see them all around the place again. My OCD is screaming.
I love the unique idea of the menu being a code editor, although I have no idea how a person who doesn't know how code editors work will feel, but like you said in the video it's fairly self-explanatory so they should be able to figure it out. I just keep hearing my old teacher screaming at the back of my head "As a developer one should never assume that your users know how to do something".
STAGE ONE:
Lovely first stage, just by looking around you can easily spot the bug collectable, at first you'll assume the whole on the far side is how you get to it but after trying a while you'll start thinking that might not be it, until you finally realize (although for me it was on accident) that [spoiler] you have to stand under the moving platform to make it push you underneath.
STAGE TWO:
It honestly took me a minute to realize what was even going on, a multitude of things went through my mind before I realized "oh you control two characters on this level". After that however, it's pretty obvious what you have to do, just move the characters in a way that aligns with where they both need to go, utilizing walls if one of them needs to be stuck in place.
My only issue with this level is the controls themselves. I find it incredibly difficult to walk how I want to walk, and I think it's because of the forced camera movement that messes me up. If I could move as I wanted the level would be so much more satisfying for me.
No comment on the bug of this level, since it's just the same as completing the level but with extra steps.
STAGE THREE:
Hmm...
Let's start with catching the bug. I do love the idea of [Spoiler] having hidden text way up in the sky that tells you how to find the bug. It's not what I was expecting, and I mostly found it by accident while stuck on the level itself. [End of spoiler] It's easy to find if you just spend some time on the level, which is exactly what I think a collectable should be.
I'll be honest, I dislike this level. There is absolutely nothing that indicates how to solve it, and on the contrary the //comment in the level actually made me more confused and pointed me in the wrong direction. Maybe it's just me, but I think this level needs a better hint.
To win this level you have to [Spoiler] resize the pause menu to reveal a "level.skip()" function. There is a comment in the level stating "revert changes in editor", to me this is definitely not a hint for a level skip button, but rather a hint for the level restart button. Consequently, [End of spoiler] I ended up spending around 20 minutes total trying different buttons or falling off the platform in different ways, both after, before and while I press the space button to activate the platform. Obviously, none of it worked, and the only way I found the solution was somebody telling me how to do it on this forum (props to derJul31 for that one).
Additionally, I find the intended solution to actually be quite unsatisfying in and of itself, but that's just a me problem.
STAGE FOUR:
Although it's very fiddley, I love the way to catch the bug on this level as well. [Spoiler] You have to push the duck between the crack behind where the player spawns, and for a split second you can fall onto the duck and move under the spawning platform to catch the bug. [End of spoiler]
However, the level itself is a little problematic. The solution is obvious, but I find that the duck can very easily "outrun" you, which causes you to lose and restart. Maybe I'm just impatient, but I feel like most people would be since there is a lot of pressure to be fast during this level. However, increasing the time you can be away from the duck will probably make the level too easy. My opinion is increasing the time a little and then makin the course itself slightly more difficult at some places. I just don't want to feel like "there was no way for me to prevent that" while I lose the puzzle because the duck fell slightly faster than me, or bounced away just a little too far, which can happen no matter how gentle I am.
Also, the second fall (right before the slant) is giving me some attitude man, I keep falling off half the time ;-;
STAGE FIVE:
I love this stage. I mean, I have absolutely no idea how to catch the bug, but I can't critique that since I could just be dumb. The concept of having to move towards the duck and predict how fast you are compared to the duck and then line yourself up is great, I had lots of fun.
STAGE SIX:
I really like the idea of this as well, but only a very specific group of people will actually be able to solve this. To be fair, I doubt anyone who uses itch.io wouldn't be in that group, but since you said you might want to make this into a more serious project in your video I think this stage needs to go. [Spoiler] For instance, even though I am a programmer and know my way around computers, the thought to actually go in and create a file in the game files to solve this stage never even crossed my mind and I was shocked when I found out the answer on this forum, because I've never seen that in a game before (but maybe that's because I don't usually play small indie games like this, I created this itch.io account just to try out this game lol).
I also have no idea how to catch the bug on this one.
STAGE SEVEN:
Hilarious, absolutely no complaints or critique to give.
STAGE EIGHT:
I love the concept a lot, but just like stage two, the controls are fucking me over again. It's not actually as difficult to deal with as stage 2 (at least for me) but it's definitely under the category of frustrating.
Catching the bug, although I know how to, is the most annoying thing I've done this game. I failed over and over because it moved too fast, or it stopped just out of reach, it was horrible, please make it stationary since it's already a challenge to get there ;-;
STAGE NINE:
I like it, it can be a little frustrating since the ducks tend to bounce a little randomly, but it's not the end of the world.
What I will say is that, although this is just personal preference again, you should never make something detrimental that is completely out of the control and prediction of the player. That is to say, if the player can't control or predict the danger, it becomes unfair. Here, the ducks falling on you is predictable in the start, but once you go up it's completely random and it's impossible to dodge if you get unlucky.
Weirdly enough that didn't happen when I first played so maybe you already coded a failsafe for this, but I assume I just got lucky.
STAGE TEN:
This faces the same issues as stage three, but since you've already completed stage three to get here that's not much of an issue and you can pretty easily figure out the solution. In contrast to stage three though, the solution is really fun and I don't find it unsatisfying at all.
No idea how to catch the bug in this stage either.
AFTERWORD:
Great game. Can't wait until I catch all the bugs to see the alternate ending. I enjoyed myself immensely, and I hope you keep working on it.
Sorry again if I sounded too harsh, it's my first time giving critique. If you want, you can critique my critique, honestly I'm curious.