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It's kind of hard for me to tell for sure which needs improving, considering the time constraint aspect of the art jam.

I can give general advice, though.

The entire piece could definitely be smaller! It'd be a lot easier to animate, and you wouldn't be losing much because the piece hasn't got a lot of detail in the first place.

Things could be planned better with key frames. separate each action of the character (In this case it can be casting, walking up stairs, and entering portal), so the animating become easier and contained. Kinda like doing things in layers, but on a bigger scale. you can do a kind of transition animation between each part to make them all look smoother later on.

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so rather than doing casting to walking to portaling one after the other frame by frame just making it up, i instead break it up so i have the 3 parts as a I need to get here and just fill in the gaps. That makes sense.
TBF the blob was never meant to be there from the start it was something i added in in like the last 5 or so hours, I just added him cause it felt baron and kinda dull. so maybe thats why its a lil odd looking, cause originally it was just a random lightning bolt that opened the blue portal and that was the ending but when i saw how long i had when i got in i thought yea i can add some extra yk what why not a blob cause it should be easyish, Thats why the blob moves soo quickly up the stairs cause i made the framerate to make the lightning look fast and then added a blob to it later on and well i thought if im adding a blob at the start lets make it so its the reason that the random lightning causes the portal to open. So like the lack of planning may be why it feels a little random  and odd.
As for the size i made it big simply so i could nicely add the logo on top of the portal icl, it was a sprite i made that wasnt big that i just enlarged, like from 64x64 to i wanna say 256x256, but i see what you mean it didnt really need to be that big