super game, thanks for making it. the momentum feels really enjoyable when you get a good rhythm going. i get a head rush from going really fast and skipping a whole hill of procedural shit only to land into a green launcher and keep it going.
both characters were charmingly written despite the small wordcount. i accidentally clicked on something to buy it without the money necessary and the old man put it on the house. thanks old man. i think that was a really well-thought out addition and it conveys that you know how to bend typically rigid rules on games like this when necessary, that is a really good quality to have as a game dev i feel. jumping over him when you don't want to buy to keep your speed up was also satisfying.
the birds are a good enemy. they're telegraphed and you can probably dodge them on the first try (important) no matter what your momentum level is as long as you have some juice in the tank. good job on the birds. i don't know why i like them so much but they made an impression on me lmao
the slimes are comparatively not good for a few reasons. they come with no warning, and sometimes nothing you can really do but get hit by them. a visual indicator before they are a threat, like a "heads up" ping on the right or a wooden signpost showing slimes ahead would do it. i felt like i saw fewer of them as we leveled up which was nice, and helped with level 3's pacing. in addition, in level 1 the issue is sometimes you're doomed to lose hp to the slime no matter what you do if their jump cycle is perfectly in synch with the jump you would need to hop over them.
here are two things i would do to fix this:
1. the slime warnings would let you know that you need to jump up high and potentially double jump over them
2. implement some way to combat them when your character is on level ground with them. maybe a Crash Bandicoot-like slide kick could punt them off into the distance or slap them into the screen when you press the Dash button on the ground.
you mentioned you probably aren't revisiting this. bummer!!! i would like to see some specifically crafted levels with this rig, because if procedurally generated/random slices of platforming in this style feel good i'm interested in what you can do with hand-crafted levels that introduce concepts slowly. i don't have a twitter but if i make one i'll crawl back here and follow you xoxo