The past few Ludum Dares I've always had my family and friends to give feedback, which often leaves to me getting some pretty cool ideas. However, this one I honestly forgot about playtesting, and just felt around everything myself.
I made levels, but I was really just going through a check list of what I wanted in a level, i.e. Pits, Secrets (Which it seems everyone missed the stash on level one. Hopefully you could find it >:D) , and enemy placement.
I kind of forgot the necessities of level design. I didn't have the play-testers to tell me the character is too fast, because I was already too used to the movement. I made pillars to slim, and with a fast player, it feels as if you're in one of those rage-platformers that is trying everything it can to make the player not progress. I don't want that, I just want a fun thing for all to play!
Anyways, I made some notes on watching streamers and YouTubers (Thanks Jupiter Hadley, and Elysia Griffin!) about the problems in the levels. I'll probably make the changes tomorrow, and if you guys want, I'll post an updated version full of extra (much easier) levels, but will of course have some good challenge in them. Also a level select? And not having a total-reset button that I accidentally left in from the debugging phase (whoops!).
If you want to play my game, or a new cooler version (If it's out yet), you can find it here: https://ldjam.com/events/ludum-dare/39/invisibro

ALSO!!! I made a pixel platformer asset pack. It comes with, an animated character, a grass tileset, and backgrounds. If anyone wants it, you can find it on itch.io, here:
https://fisherg.itch.io/
