The theming of the intro lore is kind of weird, but the cinematography was cool. Although all the other voices being clearly AI made me like it less in retrospect
No keyboard commands seemed to let me out of the cat shop or the main menu
Exploding yourself kills you a few seconds later even if you didn't take fatal damage
I had a bug where a cannon guy started firing once every frame that I think has been reported before. He even fires when the game is paused
Some elements totally don't fit the aesthetic of the game, like the drowning warning just being text that appears in the middle of the screen, the pause/shop menus, or the AI get good voices. I can't imagine anyone being pleased to be insulted by an AI voice every time they die
Some ambient noises are mixed weirdly, I think they felt too loud for how unimportant they were. Stuff like the lore ghost, the windmill thing, or I think something flying the background in the second level
It's a small thing and not worth the dev time IMO to add more of, but I liked the addition of the windmills in the first world. From what I've seen, the game separates itself into pragmatic puzzle levels and overt, unsubtle exposition, but it would be nice to have vistas and visual assets that give me visual story telling about Bokube and the world.
The second level has way too much going on in terms of difficulty scaling
The last version I played was the early beta build and I liked that one more because progressing felt better and there was less noticeable jank. I get that you're cutting out levels for the sake of the demo, though






