Really solid gungeon-esque demo.
- aiming with mouse and keyboard was a little awkward. Felt like I was fighting the controls to get it to point exactly where I was aiming and the reticle's movements felt inconsistent compared to my mouse movement.
- Also, sometimes when shooting, the player character would fire a shot backwards even though my mouse wasn't moving.
- Some decorations that are hung on the wall have deceptively large collision boxes (shields, spider webs etc) When moving along the walls, I would occasionally get stuck on map geometry because of this.
- Combat is satisfying and visual effects are very well done.
- I like the decision to have an hp bar instead of the more discrete heart/half-heart system that games like enter the gungeon and binding of isaac use. Makes getting caught in a bad position more punishing due to lack of invulnerability and I imagine it opens up a lot of design space.
- Its also interesting that you can freely leave most rooms (besides the ones in the room with the key ) and have the enemies you ditched wander around and chase you through halls.
Overall felt like a good vertical slice of a game with a lot of room for development on all of the systems supporting the already pretty fun combat.