Yeah, gonna have to wait a couple of updates. The game-screen is absolutely tiny.
It doesn't need a fullscreen, but it does need resolution options.
Edit: Used the fullscreen workaround mentioned earlier. It does stretch the game a little, since it was never meant to be pulled like this, but it's playable now.
Control Options would be needed too, Or just changing the default controls to something more sensible.
Jump on space makes sense for a lot of games, but when you're using arrow-keys for movement then it would make
more sense to have UP make you jump.
Attack is Shift (which didn't seem to be mentioned by the tutorial blocks*) and dash-attack is F.
How about putting the keys that the player needs to press
next to each-other, so the player doesn't have to splay their hand out across the entire keyboard to press buttons?
Z to attack, X to dash, C to jump, if you absolutely refuse to put it on up.
Or if you want to keep the area around WASD free (for people who don't use arrow keys, for some reason) put it on the other side, with HJK or suchlike.
Oh, and your tutorial blocks need to have their text in the
foreground. As-is, your own character-model blocks the text so you can't read it.
On the good side, the animations are fairly smooth and moving around doesn't feel clunky and terrible (a common problem with sidescrollers, especially notable with
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