Pretty fun!
Love the style, though the separation of enemies & objects (crates) from the background was a little flat.
The movement possibilities are amazing, though there's too much going on at once in the beginning. On top of that reading the tutorial text which I missed entirely in the beginning. Plus getting shot at while reading, and trying to get the hang of the controls... it's just too much. I was just spamming all the buttons to get through the first level, then did the practice level. The practice level was fun enough for me to try the second level as well. Had an intense boss fight, only surviving with a single bar. Sadly, when I tried to take a screenshot, I only got a black screen. Standing on the pile of cases reaching up to the light was pretty kino.
The level space feels kinda crammed and small for how fast the movement can be. The second level feels better than the first in that regard. Also, there are a lot of low ceilings, which are somewhat annoying not being able to jump through as a bullet, because the minimum jump height is too high for them it seems. I wished for more open movement space.
The weapon doesn't feel very impactful or enemies felt like bullet sponges instead of getting shredded, so I'd just jump past them if possible - it was more fun jumping around than fighting enemies. Also, the feedback on damaging enemies isn't entirely clear, like the swarm that's circling on the spot can't be shot? Can't recall right now. I didn't try to get the secret weapon, maybe that makes a difference.
Becoming a bullet is fun, but from my initial impression in the first minute I was looking for more bullet shredding type of gameplay. Seeing the bullets piling up is a lot of fun. Is there a mechanic to jump out of the pile? During the boss fight I'd climb up and bullet dive into the pile. I was expecting to somehow burst/explode out of the pile into the air.
The climbing mechanic (W) and the blue platforms weren't enjoyable at all. Climbing feels unnecessary when you have all the other movement options like wall jumping, ascending by shooting downwards, etc. (There was also some sort of air dash? Not sure, I just spammed jump in the air and would gain height and a red circle popped up.) Also, the blue platforms were hard to see.
The health bar is too far away for my taste, having the action in the center around the character and the crosshair. While the visual feedback of losing armor bits is nice, the bar could be right next to the character or at least in the center of the screen (top or bottom). Also, I got the feeling that with less health the character got lighter? As if I could jump higher or boost my self easier. If not, that would be an interesting trade off: low health for more speed. Also, not sure if there was a "health tutorial section", but I thought the green health thingies were enemy projectiles or something like that.
The crosshair looks kinda dull and doesn't fit the rest of the art imo. And the camera movement is somewhat annoying when I want to shoot behind me to accel, but the cursor/camera jumps into the room where I just came from.
Not sure if I mentioned it already, but is there a toggle option for shooting? I was just holding LMB the whole time. Is there a reason to ever stop shooting? I guess some passages could fill up, but not shooting feels wrong, especially that it takes some time to get the fire-rate up, lol.
That's all I can think of of the top of my head.
Overall really nice. Great gameplay, art, effects, sounds, UI. And only 75mb.
As a kid I would've played it to death.