It looks awesome, but there is one thing which bothered me. The fact that in some cases, the blocks you can walk on seem like part of the back/fore-ground being the same tint/color/contrast. They might need something to stand out a bit more, perhaps darkening them just a tad bit might do the trick. Or maybe outline the parts you can walk on a bit more (lights N shadows). There were a few areas where I thought I could jump on a block, while it was part of the background <img src="smileys/smiley36.gif" border="0" align="middle" />
The footstep sounds might need a random picker instead of the constant pattern. And when you jump on an enemy and bounce back up, you also make the jump sound (not sure if this is working as intended). Other then that the demo ran at a constant 60FPS, when running the game:
Level 1: ~17-20% CPU (320Mb Mem Usage)
Level 2: Starting out at 20% CPU going down to around 5% the further I got towards the end (420Mb Mem Usage)
Level 3: After level 2 was completed, I got send back to the main screen.
Also I found two collision bugs in level 2, there's an enemy you can bypass while walking trough it down a slope. Apparently it doesn't detect the hit when going down this particular slope. It's the fourth walking knight guy in level 2.
The second collision trouble is when you walk back up the hill, towards the start in level 2. You get stuck when moving left and have to jump to get over this invisible snag point
Here are my specs:
Intel C2D E6420 2,4Ghz 1200FSB
2Gb OCZ PC-6400 900Mhz
HD4850 512Mb PCI-E
Asus P5B Motherboard
Creative Audigy 2 & Asus HD Audio
Windows XP Pro Sp3
Good stuff, keep it up and you've got yourself a winner! Oh and the grass is looking damn good <img src="smileys/smiley3.gif" border="0" align="middle" />