Well, I think you managed that, for the most part. The graphics, in particular, made me feel like I was playing an old DOS game and I love that feeling.
Great! I think our artist did a fantastic job given that he's never done pixel art before.
That said, I really hated collecting bees. When I finished the first level, the cutscene said something like "I don't think we'll need any more bees" and I was glad...but then the next level had more. I thought maybe it'd only be every few levels that we needed to power up again.
Personally, I think it would work better if there were fewer bees but in tricky-to-get-to locations. As it is, it's just going through the motions because where there's one, there are ten more that you can reach from that spot without any challenge.
Very good point. I suspect if we had playtested it more, we might have caught that problem earlier. Definitely will revise that for our next platformer.
The walking animation doesn't look like walking at all.
Noted. I'm hoping that our artist will use that as a chance to refine his animations in the future.
Using space to jump and X to shoot seemed a bit strange (and Z was strange too for a different reason, lol. Not sure if there was a purpose to that). I actually didn't even notice the tutorial signs at first and went on to figure out everything on my own. Maybe they need more contrast between text and background.
I also had that problem unfortunately :\ I originally wanted to have the signs animated (e.g. like a neon sign) so they stood out some more.
I stopped playing on the second level because the gameplay was tedious and getting sent back to the beginning of the level because of some spikes was discouraging. There was nothing that made me want to keep playing because it all seemed so pointless.
Unfortunately that was a drawback to keeping things fairly MS-DOS-like. Games like Crystal Caves (Apogee) were a major influence there, and probably did not help us much. Noted for next time!
I like the environment graphics, the simple sound effects, the parallax background, many of the color choices and the cutscene art. I also thought the movement was very well done and felt very comfortable in terms of speed, gravity and acceleration.
Great! Will pass along that to the creative director.
-a variety of items in addition to the bees (mostly just for score, which is something I remember a lot from my early days of gaming)
-either checkpoints or a level that gets slightly easier as you get farther so that the feeling of "WHAT? I HAVE TO START OVER??" is minimized because you die from a big mistake rather than feeling like the level design is cheap
We had trouble deciding on that one. Part of it being a throwback to oldschool games is not allowing checkpoints. Frustration is part of the game... but I guess, it didn't work for some players

-maybe a longer music track, because this one seems to loop very often (although it's not bad as it is. I only really noticed the looping when I listened for it)
-more interactive objects (things that can be broken by shooting them; things like switches may be a bit cliched, but they break up the monotony of jumping around collecting items)
-more movement/animation in the environments (moving platforms, bubbling acid, dripping water, etc. anything that adds life to the world)
Those were all on my wishlist too

With a larger time budget, and enough commitment from the team, I would have loved to see those.
-in the original Duke Nukem games, they had security cameras that watched you and which could be destroyed for points - something like that would add "life" to this world, fit fairly well into the setting, and give the player more to do
Ha! I was going to code in moving security cameras that followed the player, but I ran out of time! Having them destroyed for points is a great idea.
-different controls would be great - maybe use X,C and Space (jump,shoot, then dance) to accommodate AZERTY keyboards and the many people who are used to the jump key being left of the shoot key
That's something that we can do for v1.1 of the game for sure. Thanks!
And thanks again for all the generous feedback, and your time.