Nice. You should be proud that you finished a project.
1. Next time, don't do mixels. It's when the pixel size is not constant. 'Mixel' is a pixel art term that is shorthand for Mixed Pixels.
2. In the second level, in the bridge, before the jump there is a checkpoint. Right after the jump there's another checkpoint. Don't put checkpoints so close together, it cheapens them.
3. The bosses aren't telegraphed well, it's hard to tell what state they're in because the sprites don't change much. It's a readability issue.
4. Add invincibility frames after being hit. It's possible to get stuck in a knockback loop where enemies hit you and you get knockbacked and then you hit another enemy which starts it all over again.
5. Add a pause indicator that indicates that the game is paused, in the center of the screen, or with some other image change such as changing the color of the game.
6. Attacking is possible while paused. It shouldn't be.
7. It's impossible to jump off the top of a ladder because the character is in the neutral climbing state. He should only be in a climbing state when not on top of the ladder.
8. It should be made clear to the player that touching the eagle that drops projectiles that hurt does not hurt. The eagle can be used as a platform but the game doesn't teach you this.
9. I liked the fact that I could skip most combat encounters with platforming, because the combat is poor.
10. I liked that I could equip helmets by walking over them. But I should not grab helmets if I already have one.
11. Apparently I can get damaged after dying. That shouldn't happen.
12. For some reason I can float at arbitrary moments during the cyclops boss. It should be made clear to the player what is causing that and when/how it happens.
13. There should be a delay between attacks so that I'm unable to spam them.
14. The total score should only be displayed at the end of the game, since this is not a roguelike nor is it an arcade game.
15. The graphics for the cyclops' laser are truncated. They should have some sort of effect at their endpoint so that it doesn't look weird. Like a shining 'hit' effect.
16. The cyclops should stand still while he's 'lasering'. It's unfair for him to turnaround instantly when you try to move around him.
17. You should replace the 'bat flying downards' graphics in the cyclops level with some sort of particle that would make sense to be falling in a cave. Because it doesn't look like those things are flying bats. They look like falling particles. Bats have a certain flying pattern, and that pattern is not falling downwards.
18. The fight with the cyclops was really not fun. I had to spam jump and attack to kill him, instead of using the designed way of battling him to defeat him.
19. Add a hit indicator for when bosses are hit just like normal enemies. Otherwise, it's impossible to easily know if an attack landed or not.
20. When I'm hit by the Minotaur's ground pound, I die instantly even though I have 2 hearts left.
21. (This is wann3's point summarized) add keyboard support to the continue screen.
Try not to worry about the score I gave. The point is to improve, not to seek good ratings.
IDK if you should fix these issues by updating this game or if you should learn from them and implement them in your next project. Your call.
2020/06/09 Updated review:
Fixed: 2 (third level actually), 4, 5, 8 (replaced by block), 20, 21
Everything else has not been fixed.
New or updated issues:
7. At first I thought the ladder issue had been fixed, but this issue is present specifically in the second cave level, where the platform-eagle used to be.
10. In the first cave level, the only equipable helmet is the first one. You pickup the second, but don't equip it. The third and fourth are not pickupable. It's rather inconsistent in the second cave level, too.
12. I cannot tell whether this got removed altogether or whether it was not triggered during my fight.
18. The cyclops fight is still not fun and you still don't fight him the way he was supposed to be fought. This time I cheesed him with the bow from afar. I don't remember if I had it in the previous version, but I don't think so. The boss has been trivialized, which makes fighting him less of a pain, but ultimately doesn't address the design issues.
22. The controls in the title menu don't actually tell me what the controls are. Those are just icons that represent in-game actions, they're not controls. The controls are those in the description: XZSCD. And of those controls, Spacebar (Attack) is missing.
23. You can move your character in the title menu. It seems you shouldn't be able to, because he slides on the floor instead of walking.
24. You added totems. The player doesn't know what a mechanic is for unless you teach them. You have not taught the players what totems are nor what they do.
25. In the (new) cave level after the cyclops, there is a section with two ladders and two moving blocks. If you fall off straight down from the first ladder, you die because of a pit. If you fall down from the second ladder, you don't die because there is a collision box off-screen preventing you from falling and dying.
26. The aforementioned section is bullshit. Sometimes when you climb down the first ladder onto the second moving block, you are pushed either left or right, which makes you fall and die. If you manage to get onto the moving block, you will be pushed by the wall to your right, because it clips your head. The game is unfinishable. Playtest your game before making any sort of update to it. I feel insulted.