@gustavo-christino Wow, thanks a lot for your thorough analysis! Really appreciate it!
I try to respond to the major points:
1) Mechanics: The game depends heavily on the mouse and therefore can be compared to other games doing the same (for example 3d shooters). Mouse sensitivity, mouse acceleration and unstable framerates influence the experience heavily. Unfortunately this is not something I can directly influence. Web players definitely suffer more.. :/
Before I added the level change button. I simply set the mouse position. But this only worked on desktop versions and not in the browser. I therefore introduced the button and found the idea funny to display different motivational messages.
I also like the fact, that a patient playstyle rewards the player. But it's a bit of a drawback in a game jam, because most players do not spend enough time to realize that. A tutorial of some sort would definitely help.
Fun fact: I can reach about level 19 consistently, but I know the movement patterns very well and also the level layout. Both things are important to master the game.
2) Graphics, audio, narrative: Three points I am bad at :D I'm a programmer so that probably explains why I focus on gameplay first. But getting better is the reason I'm here. Art is difficult for me. I did not think about the art style beforehand and lost a lot of precious time... What saved me was the minimal palette [Nyx8](https://lospec.com/palette-list/nyx8). Next time I need to think about palette and art style first.
Audio is still a black art to me. I know the basics of FL Studio and some sound synths, but not enough. When I'm under pressure I fallback to simple tools like [BFXR](https://www.bfxr.net/) (the pickup sound) or my voice (the monster sounds). I should have varied the frequency a bit when playing the samples.
There are 2 music pieces by the way. One uplifting piece on the first levels. After level 5 a darker, gloomy piece to set the tone for the harder levels. I used mainly Massive synth presets. But I'm happy how it turned out. Took me about 90 minutes, which is quite good for someone unexperienced I think.
About narratives: Yeah it's basic. I tried to fix it with the intro, but well, there's not much. It's a dungeon crawler, 'nough said :) In a real version I'd add a mario-like game map to travel from level to level with quests, side quests and boss fights maybe. You could also connect levels through stairs to travel through.
3) Culture: Yeah its more of a puzzle/dexterity genre. You could add more abilities or skills. Like dashing, teleport, shields, maybe even shooting, but maybe that would not fit the narrative. What would be cool would be boss fights, where you need to use different passive skill, items or dungeon features to win. I think, with a good art direction this could be a great niche indy game. It would also be possible to create a local or online multiplayer mode.
4) Monetization: I don't think about that much. Things you could add for a game sold on marketplaces like Steam: Achievements. Scoreboards. Speedrun competitions. Different difficulty levels. Secret areas. Procedurally generated levels with Daily and weekly runs. Story mode and endless dungeon mode.
I'd sell it for cheap on Steam :)
Well that's it. Thank you so much for you feedback again, @gustavo-christino. I love talking about that stuff and you gave me some good ideas. Hope to improve myself in the next LD's :)