I appreciate the unique direction of this game.
My feedback:
- Love the art style, and the custom loading screen.
- Player movement speed is very slow
- The art style is very cute, but it makes it hard to "read" the level (symbol language).
Especially there is not much difference between foreground and background, things you can interact with or not.
This is both with values (light/dark) and colors.
I think it would be possible to keep this style and at the same time make it a bit easier to understand what is going on.
- There are lots of "decorations" on screen, covering the level, which is distracting. (Again, interferes with the "readability" a bit too much in my opinion.)
Maybe they can become semi-transparent when the player passes under them?
- The player's hitbox is unclear. (Seems to be just the pants?)
That wouldn't be a problem if the game didn't depend on precise manipulation of the hitbox...
(I saw in another comment you said you didn't want to make the player smaller. Maybe you could give him a circular shadow that's the same size as the hitbox?)
- Re: "precise manipulation of hitbox" For example in level 8, a snail (?) has a short path, and you must pass it with quick reflexes and precision. I died probably 20 times to that snail.
Typically that kind of gameplay doesn't really fit in a puzzle game. Though in this case it's made worse by hitboxes being invisible and significantly different from the sprites.
- I noticed a significant spike in difficulty with levels 8 and 9. Maybe there should be some easier levels with enemies first?
Overall pretty cool concept. I think it needs a bit more "user testing", a bit iteration and polish. It could be really good!
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P.S. You said in another comment that you found Flash 8 limiting. I made my game in Flash 8 too, I am curious what you found limiting about it! (I am interested in making more ergonomic 2D game engines.)