Minor things i complain about:
1st:
The clouds on the ground look quite monotonous in this part. Just like you created one vertical row and then copy-pasted it for the screen´s entire lenght. I don´t know if you can change their variety so e.g. that they may vary in height. Another thing you could do is, that you maybe want to add some foreground decoration around this pit part, so that the clouds don´t stand you that drastically.
2nd:
Also this part where you go right, then left and right is a bit tedious (just minimal but still). By forcing the player to go to the right, then go the entire length back to the left and then to the right again you remind me of the good ol´ item babysitting puzzles from 2009. Still this shouldn´t be a serious level-design idea nowadays.
I´d suggest to shorten the way back (by about a half to one entire screen). This way you can still bring some variety to your level by forcing the player to go left, but this doesn´t evoke that a strong "2009-design-flashback"-feeling (if you understand what i mean) since you just partially have to go back the entire way.
Apart from these 2 thing the level is pretty cool. Not going to mention the boss fight. Still i question why you defeat a bloodthirsty psychopath by jumping on her head?
1st:
The clouds on the ground look quite monotonous in this part. Just like you created one vertical row and then copy-pasted it for the screen´s entire lenght. I don´t know if you can change their variety so e.g. that they may vary in height. Another thing you could do is, that you maybe want to add some foreground decoration around this pit part, so that the clouds don´t stand you that drastically.
2nd:
Also this part where you go right, then left and right is a bit tedious (just minimal but still). By forcing the player to go to the right, then go the entire length back to the left and then to the right again you remind me of the good ol´ item babysitting puzzles from 2009. Still this shouldn´t be a serious level-design idea nowadays.
I´d suggest to shorten the way back (by about a half to one entire screen). This way you can still bring some variety to your level by forcing the player to go left, but this doesn´t evoke that a strong "2009-design-flashback"-feeling (if you understand what i mean) since you just partially have to go back the entire way.
Apart from these 2 thing the level is pretty cool. Not going to mention the boss fight. Still i question why you defeat a bloodthirsty psychopath by jumping on her head?