Oh, adding to that... PLEASE LET US QUEUE JUMPS! This is huge and incredibly easy to implement. Add a boolean that flips when the player releases the key to let the game know if a character's allowed to jump again. Simple fix for a massive improvement in being able to navigate levels more intuitively.
Lots of gripes I have with this game and its lack of tuning and basic platforming quality-of-life. Acceleration works differently on platforms than on solid ground. Hitboxes are very blocky and makes navigating spikes frustrating at times. Seed spitter projectiles are annoying to dodge because of their placement, massive bullet hitboxes, small screen size, their tendency to fire offscreen, the outermost projectiles are nearly horizontal/vertical... the list goes on on them. Acceleration feels awkward and inconsistent in general as well, partly owing to the point above. There are also a lot of asynchronous elements you need to wait to line up perfectly before you move through a section, meaning you spend a lot of time just sitting around or making lots of trial and error attempts.
Other gripes include how moving platforms sometimes slow you down if you fail to make your jump, especially considering they don't stick around for very long at all once they've reached one end of their line. And platforms of different lengths aren't synchronized, which makes jumping from platform to platform very unreliable.
Oh, and jumping off of moving platforms is painful, as relative velocity isn't inherited, and you're treated as fast as you were moving on the platform you just jumped off of. This makes timing jumps difficult.
This game's missing a few things that really make it feel uncomfortable as a platformer. If I need to jump consecutively, I can't press the up button when I'm close to landing and expect the input to register regardless. That's very clunky, in something that requires repeated jumps in quick succession. In addition, the acceleration/deceleration of the character is sluggish, and the hitbox doesn't very accurately match the sprite. It makes the game feel uncomfortable to play.
This game's major fight isn't against enemies but instead its inefficiency in rendering. If there's too much on-screen at once there's a noticeable input delay. Not just like 200-300 milliseconds either but over a second. This game's very quickly lost my interest because of this, I don't think the badges are worth the effort and frustration to get.
The random encounters are very grindy and repetitive. Decrease the HP pools of both PCs and enemies, decrease the damage of some broken enemy abilities (machinegun), decrease the amount of pickups you get. Even with stock sprite packages it's a solid game, it just feels like a repetitive grind from how short it is. Mardek is a great example for pacing as a flash game.
Mages - ATK Primary DEF Secondary PUSH Ignore - Top lane to deal with suicide bombers - Pace your mana and send in waves, blasting with the back line to kill enemies for the front line || Knights - ATK Secondary DEF Primary PUSH Ignore - Bottom lane to turtle through ranged attackers - Max out your population and try to keep an even line to advance without enemies leaking through || Lancers - ATK Ignore DEF Secondary PUSH Primary - Middle lane to clear mobs easily (Pushing enemies off-screen instakills them, this is most easily done in mid) - Charge a giant group down one part of the screen at the time instead of defending the entire map at once. Spam frost bombs (FIRST PURCHASE!) to increase knockback distance. Pick up mana regen too when you can, everything else at your leisure.