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Seemed meh at first glance, but there are some nice dynamics going on. You should consider scaling the rooms way down so that the situations are more likely to happen and it's more intense without much walking. That way you wouldn't have to speed the game up, so it can stay being more like a combat puzzle.

I kinda like the secondary fire triggered by other shots, but it's not really something you would use unless there would be a hitscan primary. Maybe I'm using it wrong?

Level transitions are atrocious. Locking movement breaks immersion, and the shifting camera doesn't have anything to do with the location player will start next. There's also a delay before transition that could be minimized. Simple fade to black would be better.

Nice benbo quest reference, but I don't understand.

Thank you for trying out the demo.

Level transitions are very placeholder at the moment, they no doubt need improvement.

The game will speed up once more content and upgrades are in place, so scaling the rooms down would be limiting later on. That said, if the start of the game feels a bit slow now (aside from it feeling WIP-slow) I may turn some of these rooms smaller. Do you have feedback on any specific one? Thanks!

Likewise, the usability of the secondary shot should improve greatly once more upgrades are in place. For now, you can shoot at it to trigger it yourself again, but without upgrading, its main use is more centered around breaking root walls.

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Oh, so you are going a different route.

Warning, ideafag ahead: The vision I got while playing was a sequence of small rooms where the game is slow and clunky like it is now, and you have to take down enemies in a puzzle-like manner. Bouncing projectiles prevent you from taking cover. Gryphons require you to get close while using cover. Suppressive fire plays an important role in both directions. Friendly fire and environmental kills are a big part of it. Sorry about shitting up the comment section with this paragraph.

All the rooms were consistently ok, because it was mostly the systems and random situations keeping it together. If you are going action roguelite route then I guess you can keep the room size as is except for rare gimmick levels.

I had no idea it can break root walls, that's neat.

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No, you aren't too far off! it's true that's the intent; however the max usable room size should remain big as the game will escalate. For the early game however, it's definitely what it's going for. But it's not a total puzzle-aimed game.

If you want, you can try out the included level editor and see if you can come up with some cool rooms! If you share them I'll play them for sure.

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https://www.dropbox.com/s/m4it1npbkp1v4e4/Small%20Concept.bawb?dl=0

Here's my quick concept. The Gryphs are walking a bit too much by default, so it would be nice to have a kind of wall that only lets projectiles through. Spikes are there so you can't safely use cover. Rather than room size alone, I guess it comes down to condensing level design so that there's less walking and projectiles don't fly for too long.

I see what you mean, the experience is definitely condensed there though I feel like there's less of a chance to get caught in crossfire, which I think is interesting to maneuver through.

You should use Water for tiles you want to be able to shoot through but not walk!