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Good theme, good controls, vast map.

The graphics are good, colors pop, blacks give contrast. Not sure about the camera distance, since it makes the tile - that are a bit noisy, but not a lot - repetition more prevalent, and the vast spaces feel a bit empty. The upgraded dash moves aura is a bit weird in term of resolution, but absolutely workable. Overall, very nice direction.

Music and sounds are great. Only gripe about sound effects, is that they can get a bit repetitive in the long run, especially the gun and the bat squeaks. Maybe try and randomize the pitch, just a smidge like - p = 0.95 + (randf() * 0.1)

The intro sequence is well animated and narrated. While the writing is nice, it's usually not good to have an exposition dump right at the start. A small tutorial / intro section between the intro cutscene and arriving in the town could help with that, Like Steamworld Dig or Hollow Knight.

The controls are nice and responsive, and with the exception of the wall climb, all of them were good to use. I don't know if the wall stick only activating when your falling is a compromise because of some bug, or other technical issue. Also, pushing only jumping or pressing down to release the wall functions well, I caught myself most times pushing the opposite directional input to try and release the wall, to no avail.

The enemies are competent, but don't really pose much of a challenge, and don't give any rewards (like health pickups), so I tended to ignore them, halfway through. The enemy that pops out of the ground to shoot at you is great, and is a classic type of enemy, but it being able to shoot at an angle is weird, because the graphics don't match with it. On that note, Shooting upwards, the bullet doesn't spawn directly above the player, but offset to the facing direction, which while not a huge problem, makes aiming up finicky.

The enemies could have also benefitted from more animations (hit, dead, etc.) but at least a hit flash on damage, to have some visual feedback.

The map felt huge, but mostly empty, and there weren't many challenges traversing it, only ability gates. Don't be afraid to put combat or platforming challenges in there, especially if there is a savepoint nearby. Other than that, it was well made, and very nicely interconnected.

Despite all the nitpicks, I did enjoy the game, and is one of the best entries I played and would like to know if you would keep working on it in the future.

Good work!

(+1)

Hello!

Wow, thank you for this thorough review, it has great value for us. We pretty much agree on everything you said. Yes, we definitely plan to keep working on the game to polish and adjust it, taking all feedback into consideration. Just curious, the last ability you found was the Roll? There is a possible sequence break that allows finding Roll sooner and this changes the way the map can be explored. The only way to complete 100% the game in less than 11 minutes is by doing it. If you are interested you can see the precise platforming section for the sequence break in this video, around time 3m35s

Cheers

Yes. I got the roll last.

To tell you the truth, I'm not really into speedrunning, and 100%-ing collectible challenges.

That doesn't mean it's not a valid concept for a game, on the contrary. If the game would be focused on speedrunning with a randomly generated map (more Dead Cells or Spelunky type, as in sections are premade, and the layout is random), and a randomizer for abilities, I think it would very much appeal to a small but dedicated community.

More polished enemies, matching archetypes (static turret, flying melee, jumping area patrol, etc). And way, way more platforming challenges, with actual level hazards, and chained sequences without breaks in execution.