this is pretty great so far. as many other reviews mentioned, we need a block or dodge function, and tbh i found that until we acquired the fireball, the combat had pretty much nothing to do with strategy and everything to do with spamming attack and relying on the checkpoints. once we have the fireball, it's extremely simple to kill everything the second u see it on the edge of the screen.
i died like 10 times easily on the first level, and yet i still got a an A+. even with every coin collected and every enemy killed, this doesnt add up. if i averaged the scores up (A+A+ B+ A+) to create a GPA out of 4 points, i got a 3.25. that's a B+, not an A+. it's good to make the player feel rewarded and whatnot, but the fact that i can get what is essentially a 100% completion while still having only achieved 3 out of 4 points irked me.
gripping ledges is unreliable. it seems that some of the time the player defies physics and just keeps moving upwards in order to reach the ledge, whereas at other times it's well within reach and the player falls. i suggest either adding a grip button or reverting to the conventional platformer style where we can freely jump up walls and slide down them slowly.
the floor mounted spinning sword trap is totally bugged. i stop moving when i get close to it, so my jumps will only go directly upwards. basically this means that as soon as im hit once, it doesnt matter what i do - i just die. this didnt happen every single time, but the one on the first level seemed to be really bad about it.
the dialogue was great. very snarky. animation was nice as well, and it was very clear what was an enemy and what was not.
i can be knocked back by a bat, an arrow, and even my own attacks??? that doesnt really make any sense and can make getting all those tokens very frustrating
overall, you've got a great game here, but it's held back by all these bugs and strange issues. i hope to see more like this in the future, but a lot more polished and debugged.