Sorry this will be a bit long HAHAH I played it for a good 2 hours.
Pros:
- Everything regarding aesthetic is really good! Art direction and sound design are very fitting and works in tandem! Already makes it a unique premise for a game. (I wish Ronin Neko have it's own plushie line HAHAHAHAHA)
- The game is designed and balanced around the main movement options and punishes overcommitting; shurikens punish jumping too much, neko ninjas punish falling erroneously. Simple design choices and they work in harmony, coupled with the surprisingly paced difficulty and it gets really addicting fast.
Cons:
- That said, regarding the 2nd in the pros, Kunai doesn't feel fitting tbh -- or at least how it's designed. It basically works like an ammunition, promoting a sense of urgency of getting them while also must be used sparingly for crucial moments especially in very unfavorable situations , as they don't really spawn that much either -- and if they do, they require you to decide fast if they should be collected or not. However, you also have to use it correctly, requiring precision so you can hit the target successfully
This would feel overwhelming when the game gets REALLY fast. In my experience, the moments where I used a kunai I either die cause it didn't hit/I had to think of making it hit, or I simply avoid the obstacle altogether through the movement options. Heck, I forgo getting them sometimes even if they spawn; the invis powerup is way better.
Some suggestions:
Just make the kunai infinite and MAYBE make it bigger and faster.
A quick melee slash that's also infinite, but would work as a panic button against obstacles. Kind of like the shotgun in Monster Dash.
Explosions scroll that has 3 uses, but destroys every obstacle in the screen, but not the spawning ones. You can also pick them up. - Technical issues, though some of them are too tall order of a fix tbh. I'll list them below:
- Enemy neko AI doesn't work properly at times, most noticeable if they are on the edge of a roof. They tend to stand there and shake, or at best they stay a long while on the edge.
- Hitboxes are wonky. Sometimes I die even for a big gap between me and the obstacle, but I also do not die even if I completely touched a shuriken. Kunai is also affected as well; I don't hit the shurikens sometimes even if it's a direct line of sight kind of throw. I'd say make the shuriken a bit smaller as well.
- There's a glitch where I phase through the roof sometimes when I land, so it's stuck on the falling animation and while I can jump through mashing, it's inconsistent, and a sure death from falling as well.
- Background animation doesn't seem to refresh; playing another instance after getting a high score still makes the clouds go fast even if it's the starting phase of the game. This is corrected by refreshing the page though.
The issues are mostly really technical; the game is really fun still. Most of the mechanics are easy to grasp and simple to understand, aesthetic is quite unique and well executed, the game feels really good to play when it does get going.
You really did a great job on this one dude seriously. Really wish you'd continue working on it so we can get a line of merch jk HAHAHAHHA, you already got the concepts down.