the intro menu is really bad, man. at least change it so that you can press any key to continue. after figuring out that it wasn't my browser preventing me from clicking the start button, and that i was supposed to press enter, i was still taken back to the standard NG start button again before the game started.
the music itself is ok, but the sound needs mixing really badly. it's overly harsh and at least begs for a mute button.
it makes sense for spikes to damage you when you fall on top of them, but do they really have to kill you when the player touches them from the side? having something like this on the very first level when there is already so much sliding and it's already so difficult to control the player is a bit too much.
it's important to make your game challenging, but if you want to raise difficulty then you have to also make sure your game mechanics are solid enough to support the subtleties in movement. as it is, the learning curve is so steep that beating your game is more about memorizing the levels than it is actually about using skill and learning how to adapt to new challenges. it's got potential, but it's simply not fun
level timer should start when the player starts moving, not immediately when we spawn.
someone below me mentioned a tutorial - i dont see that anywhere
you might assume that your controls are self explanatory, and ill admit they are simple, but it only takes a few seconds to add some text in the title screen or at the beginning of the first level that explains what you're supposed to do. when there are already thousands of platformers like this out there, it's a bit difficult to see the parts of your project that shine through if you dont make sure you meet or exceed the same standards of playability and user friendliness that are common in other titles on this site. i do really think this game could be great, but it's just not quite appealing in it's current state.
i recommend a few levels at the beginning that arent so hard, with increasingly smaller platforms or a few spikes added here and there in the 2nd and 3rd level. right now it just jumps right into the game without explaining anything and i see why the reviewer below me didnt like it.
controls seemed inconsistent. at times, i'd have momentum in air and on the ground, and the player would move without me having to hold down an arrow key, but other times i had to hold them for the entirety of the jump - obviously you intended for the player to slide when it hit a platform, but when there are so many precise and challenging maneuvers so early on in the game, there is simply no room for this kind of unreliability.
i've been playing for ~10 mins and i cant beat the first level. that's not challenging, that's just frustrating. you absolutely must introduce the game in pieces if you intend to make it this hard, or else no one will ever find it interesting or playable. ive literally tried 3 dozen times and i've as of yet been unable to reach the 3rd red token without falling, and the one time i did the jump didnt respond and i slid off the edge of the platform because it allows the player to keep running for the last block but leaves them unable to jump while doing so. i tested this on a few platforms earlier on in the level and it's still happening. that's not challenging, it's just unfair.
by the way, what is the point of the tokens? anything? i dont see medals or a scoreboard so if there aren't upgrades we have no incentive to pick them up
i really do see potential here, but the gameplay is making me bang my head against a wall and i see no rewards in sight, so i cant really give this a good rating
graphics are clean and appealing, tho. maybe add some lens flares or smoothe the gradient in the background to give it more of a feel of depth