!SPOILERS!So, I haven't finished it yet but am a pretty decent way up the hell tower. Nice twist!
Here's some more, hopefully constructive, critisism. Maybe you don't want to make any changes to this game but in that case those things can maybe be of worth to you in your next project.
There are a few examples of what I would consider
fake difficulty. For example you can get killed by left-facing spikes while moving to the left, and the same goes for right, down and up. This is easy to solve, for example:
on hitLeftFacingSpikes {
if (playerHorizontalVelocity >= 0) {
die
}}
And would make at least me a lot less frustrated! I know we are all used to spikes in games as being instant kill on touch, but let's not make that bad habit live on!
Also, the energy beam seems oddly inconsistent. One time it was very close to me when I reached a checkpoint, and then the game saved it's position so that it always started at that height. This made finishing to the next checkpoint impossible, since I needed to go downwards a little to complete a puzzle. BUT! After several tries the energy beam suddenly
didn't start att that altitude, and I was able to finish!? What's up with that, do you save the position of the energy beam or do you not? You should decide something, preferably not saving the position of the energy beam but instead resetting it at each checkpoint... it sucks to get stuck.
I too found the bug mentioned above, where when trying to perform a walljump it makes the jumping sound but the character doesn't jump. I experienced this bug soooooo many times. Actually, when trying to pull off a pixel-perfect walljump the bug literally occured more often than not. What makes it extraordinarily frustarting is that as you hear the sound you know that the game got your input, but didn't act on it. Put the jumping mechanic at the same place in the code as where you play the sound! I don't get why you would separate those in the first place!
A design choice that bothered me was that the character clinged to walls even though I didn't push against the wall. At some places I was in a hurry and needed to move downwards quickly, but the character kept clinging to the walls when I just wanted him to fall freely. It would be nice if he only clinged to walls if I gave the input to do so!
I exeprienced framrate problems in the hell tower, but not in the first tower. Don't know why, might just be my computer.
Graphical thing, I can see a white square flash at the player's position every time I die.
I also liked a lot of things!
The level design is splendid, nice balance between action platforming and small, fast puzzles. I liked the places where you could take a few alternate routes.
I liked the art direction and the overall idea a lot! I once made a somewhat similar game, and find this high-high tower thing fascinating. The main character's design is simple but full of character, and I like the way it's low res with a layer of higher resolution in front of it.
Nice difficulty curve in the first tower, though a bit... spiky, if I may, in the second one. But that's cool, last time I felt so overwhelmed by difficulty was in Jumper 2 and I still kept on trying all the way to the end...
The plot twist is really evil! I like that.
It's good platformer, keep it up! I'm waiting for your next one.
On a side note, you're not one of those two finnish brothers who made a whole bunch of little experimental platformers a few years back, are you?