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This is a hard game to review as it feels broadly technically competent but everything just feels kind of off and I frankly didn't particularly enjoy it.

In terms of basic gameplay the jump feels way too high and fast? The slime launches up like a rocket then plummets back to the ground just as fast and its very awkward to control. The static camera also just felt really bad with the extremely fast movement, it really needs some smoothing.

The visuals are I think the biggest thing where it looks solid on a technical level but I just didn't find it to be appealing for reasons I can't put my finger on in general. Some of it might have more to do with the framing than the art itself, with a lot of objects looking too small on my screen to clearly make out and appreciate the pixel art during fast paced gameplay, but it also feels like there are flaws in the art itself that I maybe don't have the experience to identify or describe.

The world design here just felt really empty and bland. Most rooms just feel like big empty spaces with a few enemies haphazardly strewn around that you can pretty much just ignore and run past with how fast even your base walk speed is. There's extremely little in the way of meaningful challenges or memorable setpieces or interesting secrets, just a lot of samey rooms that feel like they're filling space and make it easy to get lost.

Music also has that technically competent but a bit off feeling. The apparent idea of a generic orchestral fantasy soundtrack with goofy slimey instruments intruding on it is interesting and thematically fitting but the execution just didn't click. I kind of wonder if the goofy stuff isn't intrusive enough, as a lot of times while playing it'd just feel like generic fantasy music but slightly worse, and only when I stopped and actively listened to it for a second would I realize I was hearing the kazoo from the main menu theme again.

When I got to the boss I encountered what seems to be a bug where the fight started with me still on the wrong side of the gate, which led to the boss just getting stuck on the other side where I could still reach and attack it but it couldn't attack me. I also was confused for a bit about that gate even being for the bossfight as it looked identical to the walls you can smash through with the dash, but this one just arbitrarily can't be. Had I ended up in the correct position and the camera properly framed the bossfight it might've been more obvious what it actually was but as it stands it just left me wondering why it didn't break when I rammed into it until well into the fight when I realized what had happened.

If there's one positive at least it's that ramming into enemies with the dash and watching them go flying was really fun. Seeing more funny ability interactions like that could be fun, and makes me wish there was more than one ability in this version.

Interesting bit to hear about the world design. I was trying to go for a big, adventurous feel for the world, but for my part I definitely could've done better focusing on refining a smaller selection of rooms instead.

Thank you for your feedback. I wish we had little more time to polish a few things up especially a handful you mentioned.

The Boss fight that gate and there is one in the hero's room they open when you beat the boss or eat the hero. It was a quick and dirty keep things in one area. The boss I suppose I didn't technically need to do but I also didn't want the person to just leave the room. The goal was for you to jump into the pit and fight the boss. However when I was testing later I notice a few issues with the boss and one was what you pointed out. 

I agree with the running and jumping. Along with the camera add a small delay into it so its not stiff or something like that. 

Thank you for playing though! We appreciate it