the game is sometime frustrating , in the spike parts. you need to be pixel precise on some levels, and while it please hardcore gamer, it could be a show stopper for more casual one.
You can't please everyone... can you? The spikes are cosmetic, with a underlying, invisible "death" object. Perhaps what's frustrating is that sometimes you can almost touch the spikes, and other times you die a lot sooner? I'll have a think about this problem
having more air control could add up to the whole experience.
The movement is designed around the idea that you need to get a run-up to clear gaps, rather like Prince of Persia and Abe's Oddyssey. In other words the lack of air control is a "feature", left out on purpose. You're not the only who thinks I just forgot to add though - what am I doing wrong here
adding different surface apart the existing one, like ice (could be tricky to implement the control with this one)
Good idea! It might be a good idea to have another slippery surface that magnets don't help with. Ice might be a bit out of place though - maybe slime
The hardest part would be creating the new tile-set for it...
you could mod spike to allow them to appear and disappear, to force the player to time a specific jump.
about enemies, you could add ones clinging on wall with a specific move cycle, and add some aerial ones. I think passive one (who don't shoot things or follow the player) would make a better effect since the movement of the character are constraints when you cling to a surface.
Yeah, passive enemies/traps are the way to go I think. I was thinking of adding one of those sort of generic buzz-saw blades that goes up and down on a wall, and maybe a little spider-bot that shoots a constant laser-beam perpendicular to the surface it's climbing across (perhaps occasionally turning on/off). We could also have helicopter-bots with lasers!