What I liked
- I dig the space theme. Visually and musically, it all fit
- Push-back and hover from gun fire was really neat.
- Despite the lack of a map, the rooms felt like they were thought out and designed.
- Boss battle felt like a classic metroidvania boss
Improvement suggestions
- I'm not completely sold on the force of push back from enemy collisions
- I'm not sure if this was the case with all verticle room transitions, but I did notice that the player's position starting point was static, instead of using some positional offsets. This led to one case where I was running and jumping to the left through a vertical door and ended up on the right side of the next rooms and ran straight back to the below room. So I would maybe fix that if you were to continue. (The door im talking about in my example is the door on the top left of the starting room once the real mission begins.
- When I got the sword, I didn't notice any kind of message or feedback as to getting acquiring it and how it can be used. It only took about 10 seconds, so it wasn't detrimental to game play.
- I noticed a lack of SFX that I expected going in. I'm sure this is just due to limited time of the jam and what you chose to focus on. But like the sword mentioned about, as a player, I want to feel like I "leveled up" so a nice sfx would be good to have.
Overall, I liked this game. While being short, it definitely showed the emphasis you put on level design. It was also nice to see progress pics over the jam and finally play it!
Great job!