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It struck me as odd, both that the game starts with an enemy right where you spawn and also that the shooting wasn't used for anything else besides the occasional enemy on a flat surface. Level design wise I think this game suffers from having the camera too zoomed in, and having the camera be baseline in the center when you're pretty much always moving right. It makes it so you can't fairly do anything with platforming besides full jumps to the end because you wouldn't be able to see subversions before they happen. Visually the assets are also very not cohesive with each other, which is unfortunate because in a vacuum they all look pretty good! Invisible barrier at the start also felt weird since you have wall sprites that work but that's a nitpick overall. Cool entry!

Thanks for the comment. I did notice initially that the player's camera was somewhat close, but when I moved it away, I noticed the game became smaller. Therefore, clicking the down arrow button will move the camera slightly downwards so you can see the floor below.