hey it's Chris!
I tested a greybox version of this before, and playing it now, I was really surprised how it improved. I don't know if this was the intended inspiration, but I definitely felt an inkling of Hollow Knight here, especially with the jumping and movements. I'll give you guys feedback as if you wanted to take this a lot further:
Tutorial: The instructions were arrow keys to move and then left mouse button to attack. I'd love for you guys to say that you can move with WASD as well (I figured it out as an experienced gamer, but not beginners, probably) because that's more natural with the mouse usage.
Narrative: I felt a bit confused about the ninja character and alien boss. It would've made a lot more sense if it was a historical Japan setting or your own take on sci-fi aliens.
Movements: Feels so much better than before! Walking still feels a bit too slow vs. dashing, jumping, and running. Vertical jump feels very high compared to horizontal movements. Would you consider another way to go into running, not just by dashing?
Combat: I enjoyed the boss fight and the monster HP / slash! I think you guys balanced the numbers well - don't think I can expect more for this short amount of time.
Level design: Everything flows naturally, but I would playtest the jumping obstacles with more people. For example, I would've preferred that no rocks drop and hit you while you're grabbing the sidewall (but maybe that's just my opinion). In addition, when you die, you respawn with either 50% health (in boss fights) or whatever health you had when you died--including like 1 HP -> I would've also preferred this to be done differently, perhaps you have to go back to where you died to restore all your health?
Music: I thought it sounded good, but it didn't fit the mood of the game.
Background visual: Likewise--the story of returning people from monster to human form doesn't have much in common with the bright meadows in the background.
I have a feeling that this is a challenging project to get right because it has to feel right on so many levels. Regardless, I feel that your team has the right skills to pull it off! If you guys wanted to take this further--just make sure you playtest a lot, and nail down every little detail, especially when it comes to the movements, level design, and narrative (i.e., Does this make sense, given what we're letting players do in our game?).
Great jammy work!
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Hey Chris! Thank you for the feedback
I really think that i make so much stuff in the last days, so some levels wasnt' tested by the playtesters, but the mechanic of rocks was telled by they, i just think that will be a fun mechanic so i just slow the spawn of rocks, but still faster.
The history of the game was supposed to be the that your kingdom was destroyed by some plagues and illnesses, and you need to fight with them to libert your kingdom, so if you see, the name of the last Boss is Hungry(WIP)
Thank you for the review!