"The only mystery left is, why do I have invisible trousers?" Oh that's no mystery. It's because the developer realized who couldn't code a bug-free multi-directional gravity platforming engine in flash, and made your legs invisible as a last-ditch attempt to hide the wonky collision detection.
By all means, keep adding more levels to this game. Just... make sure not to include those sucker punch traps, like in the one level where shooting a blue button too close traps you in a room. (I would change that trap so that the red and yellow buttons slide in the same direction, to give the player fair warning.)
This game would certainly benefit from some instructions. How to play: This is a puzzle platformer. Do things in the right order to progress. Arrow orbs are powerups; they give you exactly one double-jump, which you can use by pressing Z. You cannot hold more than one power-up; if you collect an orb while you're still powered-up, it's a waste.
And when the male blob saw that the female blob wasn't even bothering to collect any flowers that she rolled through, the male blob dumped her for a girlfriend that would pull her own weight.
How about letting us fight mobs that are different from the "up-to-three humanoids" setup? I'd like to fight swarms of up to 10 smaller creatures, or singular huge enemies like Behemoths and Krakens.
Give us minigames to play in dungeons. Like unlocking booby-trapped chests, 2D platforming through dangerous hallways, top-down shooting through magic portals, and so on. Because just fighting enemies gets boring after a while.
I almost never approach non-combat events like Clumsy Wizards or Dark Rooms, because the risk never seems to be worth it. It would be nice to control the outcome. I suggest you turn these non-combat events into minigames, like an unlocking game for Magic Boxes, a side-scrolling shooter for Magic Portals, and so on. Games get more difficult in later dungeons. Additionally, improving your Avatar's job levels will make playing these games easier; for example, level up your Rogue Class, and the unlocking game becomes easier.
There should be a wider variety of music. Or at least, whenever you end a battle, pause the music, and if you enter a similar-type battle, resume the music from where it left off.
There NEEDS to be an option to start over. I made a mistake right at the beginning and accidentally fired my party member. Since I didn't know which cookie was storing the data, I had no choice but to delete all my Kongregate cookies to start over.
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The music all coming together at the end was cool, but it could have been done even (ahem) better, like so: 1.) The first four tracks played are instrumental, and the last is the vocal track. 2.) Once a record is put on, it loops indefinitely. Each successive track syncs and gets added to any tracks already playing, so you can hear the tune evolve as you progress. 3.) Before you exit the village and begin the closing cutscene, the vocal track will only loop the beginning part (where she hums). Once the closing cutscene begins, the actual singing begins.
that's the joke