Wow! I really liked this!
There's a good sense of progression throughout the game. I like how you kept introducing new gameplay elements (such as the fire bottle) to keep the gameplay fresh. I also noticed some clever level design on how to approach certain enemies in tight spaces. Having the story progress through text boxes as you play is also a neat idea.
Some things to consider for future games:
- The invisibility powerup seemed unnecessary. Here's a senario: When the player encounters an enemy, they have three choices. They either fight it, jump past it, or use the invisibility stone. If the player chooses to fight/jump past it, they still have a chance of being successful and not lose any health. But if they use the invisibility stone, they are guarenteed to lose health. Therefore, there is little benefit in using the invisibility stone other than for convenience.
- Keep the bottle consistent. There are enemies in the game that shoot orange fireballs that can't be captured with the bottle. This could end up confusing players. Either allow their fireballs to be captured, or change the fireball's color.
Other than that, that was a great first project! Good job Squidman!