Yo guys look it's the funni cheese man's gaem!
To be really honest, not sure if there are a lot of stuff to talk about here that we already didn't talk on the server, but there are somethings here I wanna say that I didn't realize on the demo I played a while ago.
First things first of course: The art is pretty charming and unique, the sound effects are also pretty satisfying and the music is also really nice, specially for a first attempt at that, so great job! The whole idea is also pretty creative as you might already be aware.
I'm also really thankfull for the keybinding option, since I despise jumping with space, so I immediatelly changed to W as soon as I realized there was no real "UP" input that would need it. (Altought, I wish that "UP" input was the one used to interact with stuff, it's mildly inconvenient to be interrupted when you're just trying to jump around lol. No big deal tho)
On the movement department the game is top-tier with the grapple banana and watermelon bomb jumps as you already might expect it, altought to be really honest, the consequence of those is that combat ended up pretty clunky sadly, specially with all the chaos that is when everything parries everything and it's impossible to tell wich projectiles are yours, from the enemy, or currently rogue (Damages both parties). The shovel itself also felt a little janky since it felt like some projectiles it parried would be parried again by it before leaving it's hitbox and just fly back into me, so it made the parry noise but still just damaged me anyway (Altought not sure if that's what actually happened, it's just a theory). Also, the fact the shovel hitbox is only the effect on the tip when you swing it feels kinda wrong, and that's something I didn't notice on the test build (But that's fine by just getting used to). There's also not enought feedback when you get hit or not tbh, specially since when that shovel parry bug happened I always took a good second to realize, plus the fact that you and the enemies does the same sound when taking damage, wich is a little confusing at times.
The bosses actually looked cool, both estetically and mechanically, but honestly I think they don't really fit the flow of combat of this game in specific tbh x)
It just felt like all of them only worked as a real fight with the shovel, because the melons can only really hit the flower guy, the carrots are just chaos since they make all projectiles go wild (wich can be fun tho, altought in this case they're a little too chaotic to dodge when it happens) and the banana is just a win button.
And now, this might be some skill issue on my part, but I also had some problem with getting used to the mouse scroll since there were too many different itens to use. I think a better approach to the inventory would be to separate the seeds from the plants, and also let the player pick the item they want directly from the number keys (EX: pressing "E" toggles seed or plant mode, and numbers 1, 2, 3, 4 are Shovel, carrot, melon, banana, respectively), if that makes sense.
Overall was still a fun time, but honestly I think that would've gotten way cooler if you focused less on combat in general tbh. It also didn't felt much like a metroidvania, since the plants doesn't really feel like actual upgrades (specially considering how there's absolutely no fanfare at all when you get them for the first time lol), and the only thing you really need to finish the game is a few melons since I'm pretty sure you can reach the final boss by just bomb jumping with them, despite me being too skill issued to do it on my run... speaking of wich:
Gaemplay vid!!!!
(You'll notice I restarted the game once because I think I died at the same time as the boss, so the game saved it as if I had defeated it, and I tought that was kinda cheating, so I'd advise to only save boss defeats after I've left the boss room lol, but that's just a personal nitpick anyway)