Love the graphics, they made me want to try out the game.
Thank you, I put a lot of work into graphics.
However I get screen-tearing,
There should be a vsync option in settings.ini
The thwomp type enemies are often placed in areas where they are extremely difficult to dodge or difficult to spot before running into them, this just makes them seem unfair to the player.
The bats might be hard to see because they don't have an idle animation, which will be added later.
The enemy respawn is a little ridiculous, it makes the mushroom cavern area very annoying.
the mushroom forest is where the difficulty starts to go up, it's there to build up to the harder parts later on. The enemy respawn will be extended more though, I do have a few complaints about that.
Speaking of which, the layout of the mushroom cave is pretty bad as it's difficult to traverse (made worse by respawns) and you can easily fall from near the top to the bottom, this is pretty annoying (see this on falling in levels:
).
Although I agree with you that shovel knight is superior to my game, I don't think I'll change the level design. The mushroom part is not there to help you, you've already been through the tutorial area, and up until then the game has been a tad easy. I think the actual issue with the level can be fixed by just extending the range of enemy respawn, which I will do.
I also found the shooting to be a bit awkward, you have enemies that come straight down from the ceiling but you can't shoot straight up whilst running past,... ...I found myself wanting to shoot straight up whilst running quite a lot...
If I made it so you could just shoot up at them while running past, you wouldn't have a reason to shoot them at all, you could just run strait past.
so you have to stop underneath to shoot up at them.
yes, that's right.
I'm not sure there's much point to shooting diagonally, except in the case where there are the falling enemies that you can't dodge otherwise.
That's the point of being able to shoot diagonally.
and to be quite honest the level layout/design is pretty bad.
Okay, I really don't get this. The only part where you reference actual level design is one area, and I'm guessing it'll be fixed with just extending respawns. Although I do like constructive honest feedback, a better wording would be "the level design in this area makes it too easy to fall"
There's a lot of potential, but for a game where the focus is entirely on the gameplay you really need to make sure the gameplay design is as perfect as it can be. Don't be discouraged though, it takes time and a lot of testing. Keep on chugging.
Yeah, that's why I'm alpha testing.