i enjoyed the demo, it's pretty promising so far! (i haven't posted serious feedback on itch.io before, so idk if this is too long lol)
playtest feedback:
- game opens in 4:3 but the text on screen gets cut off, i assume it's meant to be 16:9 then??
- game opens in borderless window, personally i just like bordered windows (i actually don't like fullscreen at all lol)
- the screen side detection doesn't feel quite right, i think it's split into 3 sections: left (action on left), middle (no action), right (action on right). this tripped me up a lot as i was trying to make minimal mouse movements, so i expected it to be split into left/right, so i can stay in the centre of the screen with my mouse.
- ^ this point also lead me to get killed by blue gun enemies a lot too, as i'd THINK i shot them on the right side, then shot over to the other side, but it turned out i had missed, which caused them to shoot me on the next action. (after more playing, this might also be that i am shooting too soon after blocking the bullet, therefore not shooting?)
- ngl i can't even get past the purple gun enemy, even though i THINK there is a slow-down tutorial, i just keep having my trigger-finger block too early and not hold it (like the prompt says).
- hitting space makes me jitter, idk what it's for, it just visually makes me move, but enemies still kill me correctly.
- i used an autoclicker and tested left/right mb at 10ms intervals, wow the gun noises STACK and get very loud! idk if that's a real issue but it was something lol. also this makes the splash effect go CRAZY.
- wow, the gamepad controls work great, it's what i was expecting from the mouse and is actually much more fun! why should i need to do two inputs on mouse to shoot if i only need to flick the joystick to the correct side?
i know it's an infinite runner but:
storyline?:
- the game really reminds me of the narrow hallways and gameplay you'd get from N64 Goldeneye, metal hallways / secret base aesthetics with different aesthetics per mission (level/layout)?
- maybe it could have a few qte puzzles here and there for things to accomplish in a level.
- puzzles like: sliding puzzles (think of the ice gym puzzle in pokémon diamond/pearl/platinum), simon says, target practice (not really possible on gamepad), slash to the beat/rhythm.
accessibility:
- controller: gamepad is much easier, but also much more fun anyways! (used Switch Pro Controller)
- protanopia: very similar, colours all still work.
- tritanopia: colours work.
- deuteranopia: effectively the same.
- greyscale: good enough, knife ninjas are hard to see the inside colours of, silhouette does the job for differentiation though! purple gun and blue gun enemy both would look very similar, hard to see the difference.