I like the game (it's extremely good for your time making one). The player character controls very good (very tight controls) and the graphics and sprites are good (though try adding more sprite animation to the player character). Here's some advice:
- When the player beats the game and reaches the "Thank you for playing" screen, offer a way for them to go back to the menu so they can play it again.
- In the menu and pause screens, I'd recommend adding a sound control option, mute option (when your game has sound), a "return to menu" button, a "restart level" button (this helps if a player runs into a game breaking bug), a credits page, and if possible, an option to reconfigure the controls. Different countries have different keyboard layout so offering the player the ability to reconfigure their controls can help a lot (also this helps people with different dominant hands). Even if you can't offer control reconfiguration, be sure to have multiple buttons for the same function (in a lot of games, creators will map the jump button to keys like z, x, spacebar, j, k, w, and the up arrow). Mapping the dash button to the 1 or 9 key may not have been a good idea unless you were trying to frustrate the player with bad control key choices.
- This game would be perfect for secrets hidden in the levels. Secrets encourage exploration in games (and there were a lot of areas in the game that had the potential to be secret locations.
- As others have pointed out, include music and sound effects. You can find royalty free sounds on places like Freesound.com and you can find plenty of royalty free music online (Kevin Macleod makes a lot of good royalty free music, but don't just limit yourself to his stuff). You can also look through the Newgrounds audio portal and reach out to some of the music creator and ask if you could use their stuff. I think a lot of them would be honored to have their music used in a game.
- There are a number of times where I fell off the map and didn't respond. That's because the spikes you have hidden off screen to make the player respond don't cover all the areas where the player can fall. When you are designing a game (or at least when you are in the final stage of it), you need to examine it in a way that asks "okay, how can I break this game?" because that's what some players will do, whether they were searching for secrets or just accidentally did it. You need to place the map respawning locations in relation to how far a player can travel using the tools you've provided them; in this case, the double jump and dash functions make it so you can get pretty far.
- One thing of note about your game is that it had the potential to get really hard, but none of the levels really pushed the envelope so to speak. Game creator will often takes the mechanics of their game and design levels that push them to the limit, trying to get as much creativity and outside the box thinking as possible.
- If you were looking for some classic games on Newgrounds to draw inspiration from, just let me know and I'll happily provide you with some
- Don't put too much pressure on yourself to add all this stuff in at once. If you can, that's great, but it's a learning process so anything that's confusing now can be cleared up the longer you keep creating and learning.
I wish you luck in your future creations.