I love this! The game feels and looks amazing (if played with a controller).
I initially played with just a keyboard and all the hints at the beginning were showing for a controller, which was a bit confusing, but the chosen defaults made sense, so I did not struggle too much.
Some nit picks here and there: would love to be able to select menu items with space in addition to enter, it just feels way easier. The console in the background was a bit annoying and a lot of the logs were on it, it could be a good idea to disable it on release builds and write to a log file instead, in case there is a crash or a bug and the logs could help... There were a couple of times where a pickup would spawn in a very unreasonable place (very near to an obstacle that would be undodgeable if you went for the pickup).
I love the graphics and the UI, the gameplay loop just keeps me wanting to keep going and going to beat my own score.
Great job y'all, can't wait to play it at the showcase day!
I really like this game. It feels like a combination of parkour and shooting. The UI, art, and music style feel very consistent, and the gameplay is quite relaxing. The variety in the level design keeps the experience feeling fresh. I also really like the way the boss attacks, and defeating it feels very satisfying.
Some additional feedback:
The aiming readability could be stronger, and the hit feedback feels a bit lacking. I’m not always sure which enemy I’m shooting at, and when I hit an enemy, I would like clearer audio and visual feedback. The crosshair pre-aim offset also seems to behave differently in the four directions, which feels a bit unintuitive.
For the controls, I personally prefer using L2 and R2 for dodging. And normal bullets cannot be fired continuously, so I have to keep clicking the controller button to shoot repeatedly, which also feels unintuitive. And the lock-on attack can handle almost all enemies, which makes the normal attack feel less important.
There are still some visual inconsistencies in the level. Sometimes I feel like I have dodged an obstacle, but I still take damage.
The rewards feel a bit lacking, so there is not enough motivation to pick up items.
In the early part of the game, the satisfaction from clearing all enemies is a bit low for me.But this feeling is actually my biggest motivation.
It also seems like the game cannot truly pause. I would prefer a global pause.
I adore flying around as an adorable witch and shooting flying rocks. Shame I found the lock-on feature only later on, maybe I would have beaten the game first try then.
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I love this! The game feels and looks amazing (if played with a controller).
I initially played with just a keyboard and all the hints at the beginning were showing for a controller, which was a bit confusing, but the chosen defaults made sense, so I did not struggle too much.
Some nit picks here and there: would love to be able to select menu items with space in addition to enter, it just feels way easier. The console in the background was a bit annoying and a lot of the logs were on it, it could be a good idea to disable it on release builds and write to a log file instead, in case there is a crash or a bug and the logs could help... There were a couple of times where a pickup would spawn in a very unreasonable place (very near to an obstacle that would be undodgeable if you went for the pickup).
I love the graphics and the UI, the gameplay loop just keeps me wanting to keep going and going to beat my own score.
Great job y'all, can't wait to play it at the showcase day!
I really like this game. It feels like a combination of parkour and shooting. The UI, art, and music style feel very consistent, and the gameplay is quite relaxing. The variety in the level design keeps the experience feeling fresh. I also really like the way the boss attacks, and defeating it feels very satisfying.
Some additional feedback:
The aiming readability could be stronger, and the hit feedback feels a bit lacking. I’m not always sure which enemy I’m shooting at, and when I hit an enemy, I would like clearer audio and visual feedback. The crosshair pre-aim offset also seems to behave differently in the four directions, which feels a bit unintuitive.
For the controls, I personally prefer using L2 and R2 for dodging. And normal bullets cannot be fired continuously, so I have to keep clicking the controller button to shoot repeatedly, which also feels unintuitive. And the lock-on attack can handle almost all enemies, which makes the normal attack feel less important.
There are still some visual inconsistencies in the level. Sometimes I feel like I have dodged an obstacle, but I still take damage.
The rewards feel a bit lacking, so there is not enough motivation to pick up items.
In the early part of the game, the satisfaction from clearing all enemies is a bit low for me.But this feeling is actually my biggest motivation.
It also seems like the game cannot truly pause. I would prefer a global pause.
I adore flying around as an adorable witch and shooting flying rocks. Shame I found the lock-on feature only later on, maybe I would have beaten the game first try then.