The levels and mechanics are well-designed and thought through, but for a precision platformer it's let down in a number of areas by polish issues:
- Controls are a bit too heavy, especially turning the bunny, which is very laggy and borderline unresponsive on slopes
- The camera movement's preference for scrolling the screen all in one go is very annoying when there's a flying spike or some such. Plus controls are less responsive while the screen is moving.
- Button presses seem to carry over between deaths, so the thing you were doing when you died sometimes gets performed when you're returned to a checkpoint/level-start. This is particularly infuriating when you're trying to beat the move limit.
- Generally, a precision platformer should seek to make the transition from death to restart as frictionless as possible. AFAIK There's no button/keystroke for quick restarting. Moving to the mouse to the pause button and clicking restart is unflowy.
- When trying to beat the jump-limit, checkpoints become fail-states, as you aren't reset to the number of jumps you had when you triggered it. If that's intentional, at least give me a quick way to restart the level.
- Switches don't activate consistently, especially if you're trying to reactivate one
- Turning the bunny should never result in you sliding off a ledge or dying to spikes
- If you land on a moving platform/platform edge/slope and immediately jump, your double jump doesn't consistently get reactivated
- Carrot target areas seems bit too fussy at times, especially given the relative imprecision of jump landings. Like: if I'm a few pixels away from a carrot then it should get claimed.
- The visual language of the level complete screen makes it seem like you've completed the tasks when you haven't. Carrots are grey text that turns highlighted white when you collect all of them with no checkmark, while the move limit starts as highlighted white text when you haven't beaten it and gains a checkmark when you have.
- There's no carrot counter during the level
- Platforms have slidey corners, which is especially annoying when they are very small and/or the vertical face has spikes on it that will immediately kill you
- If you land next to spikes, you should be able to jump over them without dying. Either the start and end of spike rows should be tapered so they don't immediately kill the bunny at the start of its jump, or the spikes should be lowered into the ground, so that the bunny's initial leap doesn't always hit them. If landing somewhere is going to cause you to die, it should do so immediately rather than putting you in a fail-state that isn't revealed until your next move.
- Sometimes when you land on a corner or seam between two slopes the jump button stops working.
Platformers like this are in their very nature frustrating, but I think the key to designing them well is that the frustration lands more on the player's inability to meet its demands than with the controls/mechanics/etc.