it has all the makings of the great game; hand drawn sprites and backgrounds were beautiful, every stage has unique enemies and innovative physics: I mean, hell, you somehow got move-able block physics, slopes, moving projectiles, and wall hopping combined into one game, I cannot even fathom how you managed to get it all together and have it work.
But like what the others said; controls were hard to get into. I finally beat tankie girl; but not because I was skilled, but rather cause I collected the heart and armor in her stage to out tank most of her attacks.
Here are some major beef I have with the controls:
1. gitgirl has momentum, making it hard to change directions mid-run. If I want to take a sharp turn to dodge a missile, or take an U-turn to land on a platform, it's very difficult to do. This made platforming and dodging a lot harder than it looks.
I mean, Megaman didn't have this kind of realistic physics, and everyone agrees he's smooth as silk.
2. Gravity is too low, jump-dodging takes a lot of time to get used to. Also if GitGirl runs down down a slope she'll start floating off the ground and become unable to jump. I noticed this problem in Tankie-Girl's and Chea's stage with their sloped platforms.
3. GitGirl can't wall jump until her vertical speed is negative. This coupled with low gravity makes it sluggish to jump walls. This really bothered me during tankie-girl's boss fight, GitGirl couldn't cling onto wall fast enough to get out of harm's way.
In the end I was using happy star to bounce through a lot of the platforming segments, but I can't help but feel this isn't the way you designed the stage to be.