Thanks for telling me.
I know about the platforms, walls and floor, but isn't that normal for non-natural platforms, like houses, etc. ( unless you mean the grass as well )? If you mean that it's too blocky in the Minisaurus plains, then yeah, you're right. But the final area will be different... because this one is a testing area.
If the helicopter in the top-left corner is distracting, I might disable that icon syncing with Electrix' animations. I don't know about that yet though.
The water's bubbles, the breathing meter and all other things that have to do with water are already on my list.
But do the backgrounds really need more detail? I think there's enough detail in them, plus, there are actually 3 parallax scrolling layers in most worlds, except in the first level ( there are two: the moon and the hills ). I left the third parallax scrolling layer out because the moon would look less nice with it.
Red lums do not normally have faces ( also, I know the face looks bad ), only when they are SUPER Red Lums, which is new in this game. It works like a small and large P in Rayman 1.
In the menu, I haven't made the options and load menu yet. That'll be made as soon as they'll actually be useful: they'll be made for the demo.
The "new game" and "exit" options don't really need a screen change, but the options and/or load menu will maybe have a screen change.
Again, thanks for letting me know all this. I'll do what I can to fix most of it.
EDIT -> Things fixed/improved so far:
- The health circles now turn yellow when you get hurt! ^^
- Hand Swinging in the running and swimming animations is not out of time anymore.
- Ledge grabbing is fast now!
- The head is not as 'still' as it was before while running normally and running fast.
- The second moon has been re-enabled in the code.

- I have increased the brightness in the temple a little bit.
- I've finally fixed the ring problem! You are now able to grab purple lums easily.
