Probably took twice that long counting my deaths.
Anyway, took some notes while playing:
Game looks fantastic. Holy heck.
The Double Jump feels a little awkward to use for platforming since it doesn't give you any height if you're holding left or right at the same time and you usually need to move horizontally as well when you need the double jump. Maybe I just needed more time to get used to it, but it really annoyed me.
Wall jump is a little esoteric. I only figured out how to do it because I did it by accident. Is it explained somewhere that I missed? I think I'd have gotten stuck near the end without it.
Found a bug. If you enter the inventory screen in the room with the combat rifle, you can still highlight it in the inventory screen with the cursor. I didn't think to check if it also happened when I dropped it.
Would've been nice to get a pop-up telling me how to switch weapons after I picked up the combat rifle or pulse rifle.
Another bug: After I died embarrassingly after picking up the rifle, I got kicked back to my save before the robot boss. When I got the grenades again, I checked to see if they'd damage me while exploding the floor, and it seems like the map didn't know where I was until I exited the room.
Gotta say, not having enemies drop any health makes the game feel VERY hard core, and it feels kind of incongruous with the way they drop plenty of grenades and ammo.
I keep wanting to cook the grenades by holding the button, but that's not a mechanic. :(
I noticed the smooth pillars reflecting the main character when I got close to them. Jeez, now you're just being extra lol, stop making the rest of us look bad.
I got up on the spot after dying to the big green boss thingy the first time? It didn't happen again so I don't imagine it's intended. To go into more detail, I died, it gave me the option to return, but instead of sending me back to the save point I just did the regular get-up-at-the-altar animation right there in the boss room. My health was still 0.
Would've been very cinematic if the boss hadn't immediately murdered me again anyway.
The boss' moves seem to have very varying openings for actually hitting it back. Like the shove it does seems completely unpunishable, while it's just eating shot after shot when it spawns the little purple dudes. Shove is also really hard to dodge if it starts up outside of the screen.
After five or so deaths in a row to the boss, the very slow get up animation at the save point when loading your save gets a little grating. Please hurry him up if I spam jump or something.
My one graphical complaint is the lack of foot IK. You've probably already got it planned, but with the slopes and curves of the terrain, it stands out as pretty bad when you're standing on nothing at the edge of a ledge or on a slope.I played in windowed mode since that's what it did by default and I couldn't find a menu, and my constant frantic clicking at enemies with the pistol got me to leave the window a lot by accident. I can't think of a way to avoid this myself, but I thought it was worth mentioning.
Final verdict; jesus christ this is good. The mix of 2D and 3D is incredibly cohesive, and you use it to do some really cool stuff. And while the gameplay itself is not as impressive, it's still very solid. Hot damn am I glad I played this.