This was a really fun couple hours! the game was structured and paced really well and i always had an idea of where progression could be.
The movement did a good job but was a bit simplistic plus by the end of the game it's mostly invalidated by the float. dash being bound to r was a bit frustrating since to dash right you can't take your finger off right so have to use another finger (i think alt would've been better). the physics being so stiff also meant boss fights at the beginning sometimes felt a bit cheap
The boss fights are so good though! However the first boss primes you to use the kick in bossfights but the rest are actually bullet hells and don't require damage hence me dying to the spring boss so many times trying to kick it until i accidentally survived long enough for them to disappear. After that i could tackle the bossfights as intended and had a lot of fun! I really love some of their designs like the princess who crashes out halfway through the fight.
The spritework was super solid with a pretty consistent style pretty much everywhere (only inconsistency i can think of was the relatively high resolution birds) and music was nice too. Both made each area feel super unique and have their own cool identity.
Unfortunately, I'm stuck on how to reach a true ending since i have a full inventory and all the hints and still I get a sad ending. I've explored a bunch but can't find anything so I'll just keep the game open so i don't lose my save :p
As a long time fan of your channel congrats! You do a lot of game design discussion so it's cool you've put it into practice :)
Edit: just realised the true ending is probably nightmare mode which I don't feel like I could do since some damage just feels unavoidable
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