I found the way you implemented the theme into the controls to be quite restrictive. Platformers are often about freedom of expression when navigating obstacles (take mario 64 / odyssey & super meat boy, for example), but that just didn't feel possible in this game. While you certainly adhered to the theme, the novelty of the concept wore off for me as soon as the obstacles became more challenging, since navigating them became more frustrating than fun. What would I personally do to add freedom of expression? Perhaps shooting could knock the player character away from the direction of the shot, allowing for more mid-air movement (a sort of reverse dash, that fires the projectile forwards). I would put more thought into the level design to try and test the player's mastery of the mechanics. it felt like you placed a random set of towers clustered with enemies on top, and the goal was to just jump up in front of them until you had shot them all. Tighter level design that on the surface requires specific execution of moves (but with a broadness of mechanical design that allows for the freedom of expression I mentioned above), often creates more of a feeling of satisfaction than a large playground in which to run wild. Particularly in the platforming genre, I find this to be the case. If you haven't played Celeste, I highly recommend it, it's a masterclass in platforming level design and mechanics. The aiming element of the shooting mechanic felt like a weird choice - perhaps constraining it to only being able to shoot left or right would make it more straight forward to play, giving the player fewer things to worry about. In addition, I found myself unable to shoot left, which I think must have been a bug. I hope you take these comments as constructive rather than negative, you worked super hard and created a game, and you should be proud of your efforts.