is this SNKRX inspired? i'd have a lot more to say about this, but all of it would boil down to "you should have done it the way SNKRX did". if you've arrived at the same type of game through convergent evolution in game design you might be right not to just plainly copy SNKRX, but there's still a lot to improve that you couldn't take 1:1 from SNKRX
- i hate the pixel inconsistency/mixels. not just the text, but the way the characters move on subpixels
- there's no reason for the battle to not start until i press space
- movement is too slow
- even if you don't bounce off of a wall, being able to continually walk into it mustn't be the best way the interaction between player and wall can be handled
- enemies take too many hits
- even if that weren't the case, the first fight takes too long
- enemies predicting my movement/randomly shooting slow projectiles near me isn't very fun
- being able to walk through them despite this is odd
- having different "skill trees" on one character but only being able to use one per battle isn't fun (i must be missing something because this seems like a very strange decision)
- losing a (very expensive) character on death isn't fun (early on, at least. i'm sure there are late-game reasons you would design it like this)