This was seriously an excellent sequel. Everything is new, and every new puzzle type as imaginative as the last. And unlike many other puzzle games, the systems work together brilliantly when combined as well.
You should reverse the controls when moving along the ceiling. Moving right (left key on the keyboard) and then hitting a down arrow makes the character start moving to the left immediately, which can easily lead to falling off of ledges. It's quite a pain.
I'm not entirely sure I understand how the crystals work. Do they all work at the same time (and the one in the box gains the exp), or just the one in the box? I am watching the levels go up (for the damage one), and no stats seems to change anywhere.
I'd be interested to see what you do with a full version. As it stands, I have some suggestions. For one thing, the game over screen is a bit too long for a game like this. Also, the jumping needs a bit of a touch-up. Not being able to change momentum mid-air (although realistic) feels wrong for a platformer type game. Lastly, an option to lower the music volume would be nice. Otherwise, I really like where this is going!
I think it would be better if you spend XP to buy XP related upgrades, and gold on the gold ones. Unless the XP is used for something else that I can't figure out. The game can still keep track of the total XP and base the levels off that.
I see you posted a few pages of what badges do, and how to unlock the options. Can you make a page of how to obtain some prizes? I have almost the entire bottom right "tirangle" left for the badges- pretty much everything from the gas station to the security camera is missing.
I saved up 300,000 for the shield. I thought it would just be automatic, but it's a badge. I have two badges equipped, and I supposed I'm high enough a level that I don't need to worry about gaining more, so I'll unequip the one that increases xp, but it would have been really nice to know that the two items in the shop are badges. Maybe notify players BEFORE they buys the badge.
Thanks, that was one of the key design goals!