RNG or random looking platforming is never good. The screens with platforms and spike balls going all over the place need to be cleaned up.
You might be too quick both introducing new things and making them obsolete. I feel like you need to ease in each gimmick. Already on screen 7 you have both hovering, multiple hovers and trampolines introduced in 1 screen. But then they are never used again shortly after that.
Difficulty is in general quite inconsistent and there are too many diagonals. Screen 7 for example: Save 1 and 2 are hard, but save 3 and 4 are free. Also Screen 20 is easier than screen 3.
Room 14: I dislike rooms with just 1 type of jump repeated in different ways. Also, right->left->right level design is kinda bland.
Room 19: If you take the 2nd save, the warp should trigger without you having to go near it IMO.
Room 20: Some collisions don't block your bullets, so you can shoot the hype save from the 4th save.
Small things: - You can click stuff for info, but the spikes only react if you click on the outline. If you click inside them, nothing happens.
- If you jump while floating is active, you just do a jump cancel. I feel like it should cancel out the floating and do a djump.
- The underwater fire kinda loses it's punch by not being introduced outside of water first. Also, it's quite hard to tell how big the fire's hitbox really is.
- When you close the game and open it back up, it starts you where you last saved instead of on the title screen.
- Room 7: https://gyazo.com/6ebf094d07c58a5e6a38eb5cd0a7256b Background looks kinda messed up there.