The gameplay here is good, you’ve got simple mechanics but they are fun to play with and feel pretty well-tuned. I loved having different environments to play through and swapping them around kept things feeling fresh.
I agree with another commenter that some of the obstacles were hard to distinguish from the background.
The dashing through doors looks, sounds, and feels great.
It wasn’t clear to me why I should or shouldn’t pick one door over another, and since the higher up ones were harder to reach, I tended to just go through the bottom one.
I don’t feel like I got enough powerups to make them a major part of the experience. Also, because I wasn’t getting many powerups, I didn’t have extra jumps, so I wasn’t even able to reach the highest doors.
The idea of a “power-down” is interesting, but the few I saw were pretty easy to avoid. Perhaps they should have a clearer visual distinction though, like a different color trail, so I can be sure that I WANT to avoid one.
One little thing I noticed (not sure if intentional or not) is that the player position isn’t clamped to the screen on the right side, so you can actually get ahead of the camera.
The player can stick in the jump animation against the wall above the door.
Hitting restart should almost immediately restart the run imo. With an endless runner like this I want to just keep playing, I don’t want to have to make any unnecessary inputs or wait even a few seconds.
Overall I really liked this game, addictive “one more run” gameplay. Great job!