Ok so, I just want to start this by saying this has some pretty big potential behind it and you have a pretty solid concept for a game. Blob-on-Hero's-Head is an unexplored territory. The particles and music are really professional and they were the only things I feel like didn't have flaws.
However, the rest of the game is a very unpolished thing. I understand this was made for a game jam, so you were under time constraints, but I'll just say what I feel could be improved.
Things that need work done:
- Framerate: While I was playing, the framerate was the single largest issue that brings the whole game down for me. I swear to god it just dips and jumps with any small input and it doesn't even make sense why it would slow down as badly as it was. If you're planning on continuing this game, PLEASE get the framerate dips fixed first and foremost.
- Artstyle: This particular pixel art has a very quick turnaround for getting assets ready— so I understand why you went for that style in the game jam, but it's very boring. No outlines and flat shading isn't the most engaging thing, and could easily make this game blend in with the thousand of other games in this style. I'd recommend changing it in some way. It doesn't even have to be that much of a change from the current style. There's this trend recently of "HD Sprite" games where they use 16bit looking sprites with stupidly good lighting and particle effects. You could try that if you think it works with the style.
- Premise: Really? A Light vs Dark story? C'mon, you can be a little more unique than that! I don't really know what to suggest for this issue, because that's more of a personal thing you should decide, but please try to think it out more. It doesn't have to be convoluted or anything, or have exposition dumps, but just something to be a little fresher than the Light vs Dark trope.
-Controls: Playing this platformer game with a keyboard is hell. I feel as though you made controls work as best as they could given the control format, but gamepad support is a necessity. Also, holding up to do the huge jump AND also making it the hover button gets a little unintuitive.
-Sound design: Many actions in the game just don't have sound effects tied to them. Whether it be from the player, enemies, or the environment. It's weird. That's all I have to say on that.
-The Boss: Oh my god. Why. WHY did you make a boss that 2-SHOTS YOU and has a health pool as large as what it had. Why. Especially as a first boss. Accounting for the platformer keyboard controls, this boss was actual hell. Such a spike in difficulty out of NOWHERE. I will say, I VERY MUCH appreciate the instant respawning after dying to it, and I felt very accomplished when I finally did beat it, but you can't just have something like that after an entire game that was no where near that level of difficulty and required precision. If you're going to have bosses as difficult as that, reflect it in the level they are in. Don't put a rip-your-dick-off boss in the time-to-show-you-the-ropes level. Please. For my sake.
Minor Issues:
- Projectiles from enemies linger even after respawning. Reset enemies and delete all projectiles when the player dies, please.
- The wall enemy has to be stun-locked in order for you to damage him without getting hurt. That's very boring and has no complexity. Just make it so that the wall shots one projectile at an interval from random heads on the wall instead of making them fire all at once and stop when they're being attacked.
- A dynamically zooming camera might be useful for platforming sections. The camera is fairly zoomed in normally, but when doing platforming I feel like it's a little too close for me to judge jumps effectively. If you had the camera zoom out a little bit in more open areas, I think that would make the issue go away.
Again, I do see potential in this! If you keep hammering at it, I could see it being a very nice little experience.