- I feel like the ui takes up too much space at the top of the screen.
- In particular, the blue interaction hexagon; could this not be replaced with a small outline around the object you are going to interact with?
- I think some space can be cleared up by removing the "life" text over the hearts; the hearts by themselves should be enough for the player to understand. Also, things like money could be moved to the inventory screen
- The ui in conjunction with camera panning make it so the player can walk underneath the ui elements. Its good for the camera panning to be limited by the map border, but not to the extent that the player can overlap with the ui
- Interaction is introduced in the first cutscene but there isn't anything to interact with yet. Being able to examine furniture, even if it just yields flavor text would be nice, especially when the player might otherwise not know what the blue hexagon ui is for yet
- Some of the objects have weird collision; the gaming chair seems to be twice as large as it appears visually. The player can walk up to the left wall of their room but is unable to walk up to the right wall. The front wall of the house's hitbox extends much further than it looks
- A minor issue with the intro; on my first playthrough, I walked to the left side of the darkness to see how wide the world was. When doing this, I walked to the bottom of the map and back up while completely missing the hole that lead to the first level. I don't know if this is intentional or not.
- Another minor note; when saving, it would be nice to have the option to save the game in a new save file instead of only being able to overwrite the current one
- I really don't like spacebar being used for both the dash as well as interaction.
- Since the interaction hitbox is in front of the player and doesn't cover objects they are standing on, picking objects in the middle of combat, even with the ui indicator, sometimes feels finicky; it's annoying to accidentally dash instead, wasting a limited resource and ending up in a bad position
- Similarly, its annoying to be prohibited from dash when there is a rock directly in front of you, given that you can otherwise dash through them
- But the gripes I had with interacting didn't even really matter since I wasn't able to damage enemies by throwing objects which is a shame since that would've been fun. Maybe you can but the hitbox is too precise that I was never able to do it?
- In the first moving-platform room, the player cannot backtrack to the previous room. Could this be a problem if the player breaks all the rocks and are unable to proceed?
- I also wish the player could dash over pits with fall detection only occurring when the dash ends
- I really dislike the next room full of orange blobs that must all be killed in order for the door to open. Each one takes ~10 hits to kill and there are a lot of them making this really tedious.
- enemies in general are too tanky and numerous which is annoying when you need to clear them all to proceed. I'd rather they have less Hp but be more threatening or damaging to compensate
- Being able to damage enemies with rocks would also make rooms like this more interesting
- I stopped playing on the next room. I didn't notice any feedback from stepping on switches with rocks and I was worried that, after spending a lot of time avoiding the bullets, I would find that the puzzle didn't work the way I expected. Some of the walls in this room also have hitboxes that extend further than they look visually, so I would sometimes get stuck walking along the perimeter
- In general, I feel like the player's hitbox is a little too tall. Given the perspective of the game, it seems like objects that overlap with only the players head should be behind them rather than touching them. This is most noticeable when going through doors that lead to the side; if standing too high up, the player will be blocked when it doesn't look like they should be.
I think this game has a lot of potential but needs some polish