Hello, I am Cootadude, a Noob with EXP.
For this review, I am going to have my video, the timestamps with quick explanation of them, then my more detailed things left out of the video or more thoughts that came after the video.
Here is my video, because I'm going to be referencing it throughout the review:
Around 04:51 in the video, I encounter an interesting bug with controller (Xbox One): I would be jumping with every melee attack, but with keyboard this is not so.I would also note that melee's only use is to gather money, I found it impractical in combat due to the reason that you have to be close to the enemy and such a risk barely pays off in damage output.
So naturally, I almost only used throw because it is ranged, and I found that the spear going back to you causes damage, it just seems better in every way.
Around 05:01 I encountered something "weird" with the controls (Xbox One), this may have been intentional? But I counted it as an error as it wasn't specified in the pause-menu controls.
Left bumper - throws
Right trigger - throws
While pause menu says only X throws.
Around 08:59, this may just be a visual error on my part, lol. But I first misread the R as a B due to the font. This is very minor and can be ignored, I would be cool either way.
Around 10:17, was it a sale as a discount? Or a sale as in "for sale". In the video, I misunderstood it due to this confusion.
Now this may also just be a "me problem". But I think it would be best to find a better way to word it.
Around 18:19, the "zap" things have been taught beforehand that they kill instantly during platforming, then in this boss it just injures, both are still "bad things" for the player to avoid as another danger.
But the issue pointed out here is that I was "scared" of jumping too high and touching a single line from the top, and seeing it go so low I did not know if it would kill me or not which in this timestamp causes me to not dodge the bosses attack, causing me to lose HP due to a misunderstanding.
Now yes, I did "touch" it without getting damaged, but at those times I was focused on jumping behind the boss and not dodging attacks, so I was not thinking about that part of the environment.
Around 19:24, the first transformation to "Seed-Mode" I could not jump. But the second and every other future one worked as intended. So only the first time was bugged.
Around both at 20:18 & 24:37, the visual effects block my view (in a bad way), the first one is minor, but the second I found to be more major. It is a very cool effect, but at least change the second one so I can outright see that I need seed-mode for that part of the map.
Now to my other thoughts:
The art-style reminds me of paper, and I like that. The animations were pretty good as well, but I would say the transition from jump to throw looked abrupt, I only noticed this during editing and not actual gameplay, showing how minor that is.
The platforming was smooth, yes, I had some hiccups but that is in every game. I liked that only the saw in the saw-traps injure and not what connects them to the platform.
The Key Shard Fragments are a cool touch, the only issue about such a thing is dissappointment when all are collected. But if you live up to the build up, there is no issue. The more work I would need to do to complete the key, the bigger the award needs to be.
The spike-platforms sound is just so good, nothing more I can say. lol
I was dissappointed at first with the starting enemies, because they wouldn't chase me when attacked or were even dangerous. But thinking it as a new player, I understand why. I found my style of fighting because of them, then when I did get to agressive and new enemies, that style was used and evolved due to the weaknesses exposed. So I was dissappointed at first, but later on appreciated it.
The first boss I encountered, it was a nice and simple boss, but it had its issues: What I already pointed out, but also that there wasn't enough visuals to show that I can throw my spear at the top part, though it did show enough that behind is the weakness and I did figure it out eventually. And I would suggest having a warning system for when the wall barriers will come back on, so I could move out of the way, knowing it is becoming damaging again.
When parkouring (maybe combat too) with the spear, I would really apprecite a system where I can "semi-aim" the spear so I won't need to time when to throw while jumping. But this could change too much to the mechanics, so depending on what direction you're going this would break or improve the game. I would be cool with either.
Final thought was when I found the man's backpack/package, my RPG-Side-Quest-Brain told me to go back and tell the man he can go now. Now I did get some more exploring in the Upper Reaches due to that which is cool, I still would have liked a more confirmation that I do not need to go back especially when I did not find them. lol
That is all my thoughts so far, overall pretty solid game, has a few issues but that is to expected to every early stage of any game. Rarely found any bugs. And the game was a joy to play, so you did win me over for the full release.