The game did nothing for me, and a lot of my complaints were already covered by Drifty, but here I go:
- Scrolling text, even subject of a joke, that is not even readable because it's so fast, is a hard pass.
- Font is too hard to read for all text, dialog and the bulk of regular text should be in an easier to read font.
- The jump goes way too high and floaty for the vertical distance it covers. If you want a platformer, you really need to tighten that up.
- The jump being the same button as accept was a pain.
- If your textbox goes the entire widescreen but the text inside cuts at half the screen, that's a lot of weird empty space. Either make the text fill the entire window, or trim your window UI to be smaller.
- The whole blue/red tiles for combat point is moot, since the "fill" of both is a pink color.
- The combat system really does a poor job of communicating what it expects from you. Overall it needs a lot more of clear explanation, considering this is set an RPG, anything outside the "classic" systems needs clear information.
- I died in the first fight due to not understanding how the combat went (at all). Upon trying to reload the autosave, I had a crash with the message "character.isEnemy is not a function".
- Why are the assets in the combat screen so blurry?
- The story is written fairly awkwardly, with a lot of extraneous text. It's not really enjoyable.
- The maps were very poor, especially in the 2D maps where the "newness" of the 3D cannot cover how bare they are.
- Having the second play area be a slippery platforming level is just a dick move, considering the movement and jumping are so loose.
Overall, even considering that from your response to Drifty this is meant to be a custom, kind of prototype, it doesn't look good as a game on its own in its current state. As a player, I have no real interest on HOW the 3D/combat works (even if they're cool and new as a dev), it's just wonky and feels incomplete.