A pleasant beater, though kind of short. It would be nice if after you beat the game you could go back to the map to replay levels. If I had known the final boss would disable that option I would've replayed some before beating the final level.
Combat is a little boring, since you can basically just hold down the attack button, or lure an enemy over, cast a spell, and then run away to recharge, since you're faster than the enemies and you're never really in danger of being overrun. It's uncertain at first whether you're successfully damaging the enemies. I'm not saying I need an enemy health bar for regular enemies, but maybe making them flash a bit on impact or something. A visual cue to let you know that whatever you're doing is working. I never touched a thorn bush, or a tentacle (except during the boss fight), or a spike trap, so I assume they cause damage, but they were too easy to avoid so I didn't bother finding out.
It's definitely a little frustrating having to choose a skill again every time you enter a new screen. It would be nice if it "remembered" each time you advance within a stage. Even if you have to re-assign when you exit to the world map.
I just happened to complete the objective from some of the secret medals, but by sheer dumb luck. I noticed at one point a pink cupcake thing that I was unable to reach, so I hope that wasn't related to any medals.
It's nice how each skill has a strategic use, but it would also be cool if certain enemies had just one weakness and you had to use the right skill to beat them, or at least your normal attack would take a long time to chip away at them.
It's really a shame to add a game mechanic but then only use it once and throw it away.
The front door of the tower was a little confusing because I didn't realize how I was supposed to open it. It's the only door I remember opening in that manner. Speaking of doors, I would take out the part in the backgrounds where you see the doorway to the previous area. I understand that it helps for continuity but it also kind of implies that you should be able to go back the way you came (Unless you add the ability to go back the way you came).
The portal crystals room really bothered me for a couple reasons. First, the spike traps are completely avoidable. You could try making them span the entire height of the room, so you HAVE to cross them, but make them run on different timers or something. The crystals themselves were confusing because it wasn't made obvious that every crystal had access to every color. Since there was only one portal, ever, there's no reason to make the crystals cycle through several different colors, just "on" and "off". One principle of great game design is teaching the player how to do something without actually telling them. For the portal crystals, I would first have a room with nothing but a portal and a single crystal, which only needs 1 more hit to get the right color, so the player has no choice but to see how the crystals affect portals. Then in another room, have an unreachable crystal with the right color, and then a reachable crystal with the wrong color, to show the player that all available crystals have to be right to work the portal. Then in subsequent rooms, either make different color choices make portals to different rooms, or make a room where the portal is already open and you need to get PAST it rather than use it, so you have to find crystals to turn it off, etc. You could really make the whole tower stage make good use of them.
It probably sounds like I'm crapping all over the game, but I did enjoy it for what it was, and I'd like to see it improved and even expanded. For all the art assets that obviously went into the game, it'd be nice for some of the enemies to be reused in later levels, or just to make each stage consist of more screens so the enemies occur more often. I think there was a flaming skeleton or something (?) in the area with the tower door. Was that the only one in the whole game? Usually only bosses are completely unique.
Anyway, good job guys, it was fun.