Thank you both for the feedback.
As for the platforms. At the beginning I thought this flat one would suffice as it is "Final Destination like", but now that it works it is clear that more platforms/hazards must be an option as not everybody (almost nobody) is ultra-competitive. I will certainly add different levels in a future version. As a bonus we can use it to have a dedicated stage selection screen which will help with the abrupt start ... Even if I tend to prefer start rapidly the real game instead of multiplying menus.
Personally, I find it lame to add character selection to select between one character (with maybe palette swap.) It could do it if it is clear that it is satiric of the huge number of characters in Super Smash Bros and especially other fan games (fan games tend to have a huge amount of characters.) Maybe by having a selection screen saturated of variations of the same character, effectively colorswaping in game. For now, I think that a level selection screen would be sufficient to feel more complete (and it is enough work for the foreseeable future), but I keep that in mind to be refined (thank you.)
Clearly nothing is obvious when we have the hands in code and know the game for too long. Thanks again

Quote:
I'm not sure if you intend to keep building this game, but I think it has a lot of potential if you do.
Of course I will! I learned about the nesdev compo after beginning the project and I still enjoy developing it. It can be found on itch.io where I will continue to update it until I am very happy with it and I maintain release notes on smashboards. I am not sure if it is worth opening a new topic on nesdev to keep you updated, possibly with more technical details than on smashboards. Is it a good idea?