Ok, this game is **REALLY GOOD**. I see you focused 100% on mechanics and coding, but that has some drawbacks I'm listing below. (And I think I'll make a post about this game)
Pros:
+ Wall Jump + Meelee Attack + Dashing mechanics (<~ this adds a lot to your game) + Slightly funny plot + Fast-paced + Skill based + Good animations (sometimes - e.g.: laser beams)
Cons:
+ Some hitbox (glitches usually the floor) + Kinda glitchy wall jump mechanics + Requires too much precise frame timing. Maybe add a small tolerance to still wall jump after leaving wall, like 5 frames or something like that? + Art communication critical issues + Could maybe have a double jump? Idk, this is more like a suggestion.
Please notice I am a hardcore old school gamer, that means I don't think your game is too hard, but by the feedback in my game I bet people here are complaining about difficulty too. I won't do that. I had to die some times to kill Saturn and to pass the elevator, but **that is expected, that is part of game**. What cannot happen though is that I died due to **game flaws**, which I detail next.
Given that, your game suffers (as almost Jam game do, specially Compo games) from some serious problem with art, please read this until the end. When I say the art is bad, I am not talking about photorealism skills, I am talking about **COMUNICATION SKILLS**, your art must **BE CLEAR**, must inform **without a single sign of doubt** what is going on, and that is not the case. Your design choice is that everything in game is black, that means either the silhouette **is perfect clear water** or you need to add some **value changes**. See examples below: + Saturn missiles are hidden by Saturn himself + Moon wave attacks are hidden by the moons + Important attacks (Saturn and Moons) have no anticipation (but the laser beams do). + Enemy attacks require anticipation so the player can react. It doesn't need to be a lot of time, but some visual clue must be given. The more powerful the attack is, the bigger the anticipation is, as the attack is "building energy on cast" and the attack is stronger and the punishment is higher (yes, art relates to game balance). See this short video about **Anticipation from Disney's 12 principles of animation**: https://www.youtube.com/watch?v=F8OtE60T8yU
###### One more thing: add "Hey, listen" to Earth, lel ******
Edit
I want to add more details to this comment about *Anticipation*.
Please notice the reference above is for **FILM** industry, and this is the **GAME** industry. So adaptations must be stated.
In film industry you just watch and chill passively the final product. Well, for games you don't. Games build tension and release it constantly, create strong feelings and addictive focus. Too much anticipation is ok in films, but that doesn't hold for games as anticipation make games **EASIER**. Therefore, the principle of Anticipation must work together with principle of **Timing**: + Two much anticipation will make your game **easy**, **boring** and **childish** (like "Kirby's Epic Yarn") + Lack of it (what you did) will make your game really hard like "I wanna be the guy" and will attract only niche public that want to test their abilities **TO THE LIMIT**.
Also player attack anticipation is not always required, because anticipated attacks are **WEAKER**, casting time is a **NERF**. So usually players don't like to have **their** skills anticipated, but like to have **enemy** skills anticipated, as non-anticipated skills are more **responsive**. A good anticipation time for simple skills could be 1~2 frames for instance. A mega strong boss attack anticipation could be between 2~4 frames. These values must be tweeked and could also be defined in time units within code instead of being defined by the artist through addition of similar animation frames.