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Here’s some detailed feedback

What stood out in a good way:

+I really loved the variety of enemies, each type introduced felt distinct in behavior

+The progressive introduction of mechanics like double jump, spellcasting, dash, and switching spells was well paced and wasn’t overwhelming

+The background music fits the mood nicely it was subtle enough not to distract, and adds to the atmosphere

+The movement was responsive and each attack/casting had a nice animation

Where I think there’s room to improve:

The upgrade/leveling system is promising, but it’s currently unclear how the upgrades actually affect gameplay -> For example, does “damage” affect all types of damage (melee and magic), or just melee? Does “spell” mean I deal more spell damage, or gain more mana? Clarifying this in the UI or with tooltips would make upgrade choices more meaningful and strategic.

-Spikes vary a lot in size, and some of the smaller ones are hard to spot. If the visual inconsistency is intentional, maybe consider adding a glow or outline to make them stand out more

-The enemy hitboxes feel quite large, especially compared to the player’s own attack range, I mostly used spells trought the gameplay

-When multiple enemies attack at once, it seems like the stun is skipped, which makes it easy to get overwhelmed without any clear feedback or chance to recover. Maybe extending immunty frames and also adding an audible hurt effect would help with this.

-Enemy deaths feel a little flat there’s not much visual or audio feedback that makes defeating them feel satisfying. Even a small particle burst, sound effect, or animation tweak could add some sense of accomplishment after defeating them

(+1)

Yes super right I have already addressed all the issues listed above I will ofc expand on this idea and firstly fix all these issues 

Thanks for playing