Revenant:
Your sidescroller is looking nice. The character sprites are detailed and have a lot of personality. I think the face portrait at the top left is a little bland and could use something to make it more interesting - maybe show more of her head instead of just a close-up of her face, and have her move around a bit in the portrait in response to game events?
Your HUD seems to lack contrast with the game world - maybe try a darker outline around it.
Your environment tiles are pretty good, but a couple of the ones in your screenshots are really visibly noisy and high-contrast, which seems like a bad choice for a background tile - distracts too much from what's happening in the foreground. You might want to tone that down.
Looks pretty awesome, but I'm not a fan of how the water clips when the hero blocks the flow of it.
Yeah, I've been thinking about how to make that work instead. I may just make it not get blocked by the hero.
Hiretsukan, I thought you gave up on game making stuff, or what that just fury^2?
The video looks pretty cool but the gravity seemed really low.
Nah, just Fury². Became impossible to maintain after a while due to compiler bugs and such. Just didn't have much time for games with my day job, so you never heard much from me (:
@Hiretsukan: I like how you die in the game man.
Hehe, thanks. Hopefully you see it less during actual gameplay than in my test videos.

Hiretsukan - If I were to play that and died twice less than 10 seconds into the game, I'd shut it off. If I rocked it for the first 10 mins then ran into a situation like that, I might play longer.
Well, in the actual game you're not going to die quite so much. But death only sets you back a few seconds (since that point you teleport back to upon death will move automatically as you progress through the dungeon) - the idea is that individual platforming and combat events in the dungeon can be challenging and take multiple attempts, but you'll never need to load a saved game or redo a previously completed puzzle.
I am leaning towards higher difficulty at present, though. Maybe that's a bad decision.
Have any ideas for making death less frustrating?