I've only made it a bit farther, but if you read the buglist you'll understand why.
BUGS/GLITCHES-On occasion, Continuing the game will result in Jack appearing to only have one Soul slot; however, he can still pick up a second, which will appear on the HUD in it's usual position (although the surrounding slot will not). If this occurs, Jack also cannot drop whatever ability(s) he picks up in the phantom second slot, instead accumulating them and their corresponding combo abilities in an order I cannot discern. In my particular case, Jack had the sword from the Boomerang + Shield combo (but not shield or helmet), the riot shield and gas cloud from Gas + Shield, and the bouncing bullets from Boomerang + Bullet. Pressing Attack produced all three attacks at once. The glitch persists upon finishing the level, but the second Soul slot returns, and can hold an additional soul. Souls can also then be ejected as per usual, although the souls appear stacked right on top of each other, and ejecting the second soul does not seem to remove the additional combo abilities. This glitch is fixed upon dying, persists across saving and restarting the game.
-On occasion, in the level First Tree, allowing the Speed upgrade to disappear results in the Speed enemy instantly respawning. This happened in conjunction with the glitch above.
-On occasion, the game will save after dying and exiting a level - in my case, Vantage Point.
-On occasion, the Save sound effect will play in the middle of a level - in my case, after exiting the Methuselah corridor.
-Relating to a glitch in my previous post, sometimes Continuing will spawn Jack even in an intermediate screen of a level - in my case, right at the Methuselah chase/battle, without the opening screen.
-On occasion, shielding against a walking enemy on a ledge slightly above Jack causes the enemy to rapidly collide with the shield while slowly moving forward, possibly walking off the ledge and 'on top of' Jack, where there is no physical platform.
FEEDBACK-Starting with the Methuselah boss, the sections after miniboss fights can prove very frustrating, having to go through another half of the level with whatever health you have left from what's sure to have been a grueling fight. I don't mind gameplay after the miniboss, but the post-boss portions shouldn't be harder than pre-boss.
-The foreground clouds in Vantage Point are a nice touch, but they look strange because they don't move at all.
-The level Vantage Point isn't very visually appealing, as the background and platforms look cut-and-pasted without much sense of environment. Is it supposed to be on a mountain?
-Not sure if this was intentional, but it is very easy to 'farm' the spewing cactus at the beginning of Seismic Activity for gems and cash. It's actually very convenient, to have a safe source of money for Saves after each level, but you'd know better than I.
REPLIES-it has to be repetitive, to save space. it's a very short loop. and yes, it sounds different on the second room. first foom: waterfall draining into a body of water, second room: waterfall with no bottom. therefore it sounds different. I can make it softer sounding, though.
Hm, that's actually a great touch. I guess it was because the second loop sounded like the first one cut in half, so maybe use one with a different pitch or texture.
-Why do you keep pressing the escape key in the first place? That's always been the... well, "escape" key to me. oh well, I made that another pause key, with two escape key presses making the game quit.
I press Escape to pause because that's traditionally the Pause button in PC gaming. But since this is a long-lost Super Nintendo game, I dunno...
-wait, which kamikaze enemies? The crows from the beginning of the game are the only ones I can think of off the top of my head.
I'm more referring to the rockets that fly up and explode; granted, I don't mind a piƱata shower of goodies, but it makes it hard to tell what's their exploding shots and what's loot.
-the cutscene boomerang guy is a different sprite, though, since he's slouched and bleeding. and he DOES actually have a tell. once he sees Jack, there's a little flicker next to his helmet, and he stands still for a moment. Does that not come across?
the gas enemy, sure I can put in something for him.
Hmm, I caught the standing-still thing, but not the flicker. My fault, but when I'm mashing the attack key to stunlock him I'm not exactly watching whether there's a glimmer on his helmet. I'd prefer something more discernible.
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I didn't say this last time, but you're doing a bang-up job with this game so far. Any game of this scale is bound to be rough around the edges.