Hey there, thanks for making this prototype! Here is my feedback:
- the controls overall feel pretty good
- the art is beautiful, well done. For maximum polish I would pay attention to the pixel size - you can see that the pixel size on character and interactive objects are not the same as the underground or UI. This can be done on purpose sometimes, but seems more like an oversight in this case
- It isn’t visually clear if I will collide with an object (car) or not (lady with cart). I’d try to use something to distinguish objects with collision from background, maybe via a color difference, for example: non-collidable background objects are litte desaturated OR smaller pixel size?
- if possiblle, align the collider of the car with its shape, maybe use 3 colliders to get closer to the car shape? (not sure how Godot works).
- the enemies don’t move and don’t do any damage to me, so there is no need for me to “remove” them. At the moment they might as well be simple collider objects. If they were pushing me off platforms for example, they would feel more meaningful.
- The parallaxing background doesn’t communicate falling, only left-right movement - that’s ok, but if falling isn’t part of the game design, place walls on the sides to prevent the player from falling
- the most important issue so far: There is only a tiny playground, but no levels yet. A game like this is not ready to be shown to the public without at least 3-5 levels or a longer passage with challenges. The space is too small to really feel out the mechanics of dashing, coffee boost, and combat. If you are struggling executing your vision, try to break it down to something smaller - instead of going underground, maybe the player needs to catch the taxi that is driving away before it reaches a bridge which the player falls down. I’m happy to help with this, but I’d like you to tell me more about what you are struggling with exactly
Good luck!