Well, i wanted to play this for a little while now, but some chores held me back... Anyway heres my feedback (It's a lot of feedback):
- Cute art, especially the gameboy
- Loved the music. I ESPECIALLY Loved that the music is modular (I see what you did there... 😉)
- The menu that uses the game mechanic is an awersome idea, but be sure the mechanic is clear at first glance to the player, or otherwise the player WILL feel lost. This brings me...
- The main mechanic isn't much clear at first glance to the player, and...
- Well, the instruction paper is hidden and barely visible (fortunally you can just click on the screen and it will appear, but still...)
- There isn't really a nedd for instruction (apart for of course explaining the kays mechanic): the game speaks pretty much for itself
- The game is an hella of lot fun!!! Juggling to the keys is very fun!!! But...
- This is not my case, but for some player, especially more causals players, 3 buttons aren't always enough, i know well enough that this will, in fact, break the intended way to play, so maybe i suggest to add the possibility to add more keys through some sort of assist mode, or even some diificulty settings (this would also open the possibility to 1 key only game, and i think that would be brutally fun 😈)
- Losing a key needs some feedback, maybe some blinking or a sfx (i'm fairly convinced that there is, and i've probably miss it...)
- The order in witch you lose the keys, if there is any, is not clear enough: in a game where planning is the bread of a PB&J, that's not good... (in my opinion, at least...)
- Moving the ship press-by-press feels strange... I know this is more retro feeling, but still...
- The "start" button brings me back to the start screen, stopping the game... so, that means...
- No pause menu: i guess that i'm not allowed to go drink a cup of lemonade, then... (But seriously, come on!!! Even the original Super Mario Bros had the possibility to pause the game)
- No push to collect the collectables, aside for a better scoring... that's good if the intended experience is a more arcady/quick run one, but otherwise...
- No power ups: i would have gladly liked a power up or something similar... Maybe even extra keys... This would also resolve another problem...
- Not engaging with the enemy is always better than fighting and riskingto lose a key
- Also some different enemy type would be much bettere than just increasing the enemy on screens (This whould also feet thematcly, considering that older console they could only show a finite number of objects on screen)
I saved the best (and the worst) for last, starting with the worst:
- Fitting a key in a slot sometimes requires multiple attempst in order to fit the keys, and a removed (but not destroyed) key sometimes can still be used
- 5 STAR!!! Yeah, i enjoyed the game that much!!! Good Job!!! 👍