I like the main mechanics - it's like a reverse Osu! I like that the patterns are the same on each attempt, and the ticking in the background helps maintain the rhythm for the trickier levels. The area attacks feel fair as there is some warning before they go off. The turret type attacks are interesting as you need to account for the path that the attack travels and to not accidentally teleport into it after initially dodging it. The attacks feel fair when you have space to move around and are aware of when they go off.
This did make levels 5 and 6 (boxed and dizziness) feel a little unfair on initial playthroughs:
- Boxed had little room to move around, which is fine given the level's name. However, it felt like an increased spike in precision and timing was demanded. You need to dodge in a small zone whilst also accounting for the attacks' passing over in rapid succession, whilst also not accidentally clicking into the red zones. I think the issue I had was that I needed to pay attention to where my cursor placement was whilst also paying attention to the timer on the other side of the screen. If I focused on the timers, I might move into the red zone or the path of an attack by accident; if I pay focus on the cursor placement, then I might mis-time my dodge. A potential solution might be to have the timer as part of the laser sight instead, as that would be tracking the player.
- Dizziness feels like it can only be beaten with prior knowledge. Aside from the points on the floor and the level's name, the attacks will go off without an initial warning, the initial order, and the initial direction. This contrasts with previous levels where the timer shows gives a clear indication on which attacks will go off first.
The decision to restart the level after 3 hits is a good design choice, as it allowed me to maintain focus on the level's pattern - I eventually managed to get no-hit runs on all the levels as a result!