this is a banger. the coolest part about this is definitely the vfx, it’s really cool to see how the level changes with bullet holes and bloodstains. the looping world is really cool as well. I just wish it had more sounds to really sell the action. and there’s definitely room for more polish, especially when it comes to conveying mechanics.
it took me a few tries before I realized that blood was the only thing hurting me. after a while, I checked the itch page and figured out I had access to soap (RMB) all this time… that made things a lot more manageable. there are more mechanics than I initially expected, with subtle clues about how things work (like the soap-haters), I just feel like the basic mechanics could have been explained better (in the game, not on itch).
the basic movement is very heavy, and I found it a bit cumbersome to move around at times. this is partially offset by the horizontal boost from jumping, but I still think the horizontal ground acceleration could be increased a bit. also, I would have liked a variable jump height, but that’s just personal preference. other than that, the momentum feels great when sliding up those poles — love the spark vfx!
the attack was satisfying to master, it just lacks audiovisual feedback to help nail the timing (I know the weapon expands but that’s not really where I’m looking when I’m shooting). I sometimes lost track of the cursor, so I think a custom cursor would have been nice, and it could act as a UI element for the attack charge as well. oh and it seems like enemies don’t despawn when they die, they just change color and stop moving, but they still spawn blood when shot. seems weird.
finally, a simple timer ticking down from 5 minutes to hint at the goal would have been very useful, as it just seems like a game about endless survival at first. the ending is nice and simple, a proper capstone to the bloodbath!