The art is simple, but it's pretty cute. and it works.
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The music is nice, sounds very exploratory.
I really like how it starts when you grab that puzzle piece, and also how the boss has a different theme music, it really gives it a different mood.
The main music starts off really strong (all your sections start off strong), but they seem to kind of wander aimlessly, not really giving a sense of progression; Try modifying the chord progression/rhythm/presence of each instrument.
I can see what you're going for with the slower bridge, but the rhythm kind of makes it incoherent; I feel like a nice, slow flowing melody could contrast with the original nicely (and I think you're capable of that :D)
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I like the platformer controls, they feel good, and generally let you move as you want, but sometimes they do leave some precision to be desired.
On the other hand, the bouncy ball controls/mechanic feel really clunky and hard to control. Some of the levels I skipped because it felt like too much waiting for a good bounce.
I'm not sure I like how you drop like a rock whenever you come out of the Bubble.. but I guess that's to prevent jumping right when you get out.
The instant restart is a very nice touch, it kind of mitigates some frustration.
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I kind of like the boss fight, though there wasn't much leading up to it that really prepared you for it. There were some bugs such as when I was in the bubble and got stuck under him, so when the bubble ended, I died...
The rain actually was kind of fair: it forced the players to move around carefully and quickly, but wasn't generated so harshly that it was impossible.
I think a good thing to do for this boss would be to 'telegraph' his moves. as in make his rain move versus his charge move have slightly different but distinct windup animations. A lot of games where bosses have varied attacks (e.g. Dark Souls) have this 'telegraph' so that players can have a fair chance of avoiding the right attack in the right way, but are also fairly punished when they panic and do the wrong thing.
You did this very well with the spikes! first having the tips show, with no damage, followed up by the actual damage. However, the boss has different attacks with different consequences, so that's why it will need different windups.
(The way this boss is is a little too twitchy, players are always on edge when they see him preparing for an attack. And its not very forgiving cause you have to hit the boss multiple times and you die in one hit.)
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On a last note, please make it so when player touches the exit, they instantly complete the level, instead of having to wait for a short time. In a game where people are constantly dying and trying again, the exit is supposed to be a safe haven. But since it's not like that in this game, it doesn't just seem 'unforgiving', it's unfair.
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Overall, I like the mechanic of the bubble, where you sacrifice some control for protection, but it feels like the bubble is waaay too hard to control.
In addition, I feel you do a good job with the earlier level design (up till the level with the 4 red walls in the middle), introducing the player to specific mechanics/strategies.
I definitely found the game fun, but starting from that level with the 4 red walls, the game just started to seem more like 'get the right bounce, and be VERY specific about when you press which button'. It didn't seem as fun anymore because it seemed to be about super precise nuanced platforming. Just because it's hard doesn't mean it's good level design.
But you do have good ideas:
- the level right after the 4 walls level, with the spikes in the middle, trying to teach players about when to use the bubble mid air
- the second to last level before the boss, teaching players about clever platforming and use of double jumps
This definitely has potential, don't let the negatives bring you down :D
you completed a game in 48 hours ALL BY yourself!!! that's something to be proud of
now go make more games!!!!