Took a bit of browser-hopping to get this playing (hoo boy does Unity WebGL not like Opera) but got there eventually.
Thoughts:
- Neat little intro there
- Background parallax! Neat!
- Footstep sounds are pretty off. There's a delay of a good step or two before they start playing, and they don't play if you just tap the movement keys. It took me a moment to realise the sounds were the character walking around.
- Loved the hold on the swipe animation if you don't move. That's a very neat animation touch. The animations in general seem to be really good.
- Had occasional white seams in the background. Something something pixel perfect in unity = inarticulate screaming something something.
- Toe your way to a ledge and your character will enter the falling state and very slowly 'slide' off of it. Is your character's physics a capsule shape + ground detection by vertical raycast by any chance?
- Hollow Knight vibes are strong with this one
- First boss (swordguy) is a pain for his contact damage + abruptly jumping around. Lack of warning before he suddenly zooms into your face feels very cheap (whilst his actual sword attacks feel fair). If you get stuck in a corner you're basically dead from contact stunlocks. Given the previous 'enemies' to this point have to literally stumble into you to damage you he's quite the unpleasant difficulty spike.
- Grammar's a little hit and miss.
- Lack of a down air attack makes the flying enemies a right pain to fight.
- NICE lighting effects in the outdoor section!
- Those floor crawling enemies in the dark cave stunlock you to death you're in front of where they're moving.
- When you show up the options prompts (ie yes/no, talk/shop etc), have one of the items be selected. Hit up/down keys and it'll select one, letting you play the game via keyboard as seems largely intended. Having to move your hand off the arrow keys to use the mouse in menus feels pretty awkward.
- In a number of places in the dark caves there are a few drops onto spikes you can't see because you can't 'look down' with the camera.
- Some longer invincibility to contact damage after being hit would be greatly appreciated, it's all too easy to stunlock to death, especially on the small platforms with spiders and the ground crawlers. You only regain control when the invulnerability ends, so its often straight back into damage you can't do anything about.
- ...That giant spider boss is like the worst issues with contact stunlocking personified. I only defeated it by finding a safe spot in the doorway and whaling on it for a minute with a 5-damage sword.
- Got about far as the cat crawl ability + that underground base area with the circular robots and walking cannons, then I had to call it a night.