CPU: 12th Gen Intel(R) Core(TM) i9-12900H
GPU: GA103M [GeForce RTX 3080 Ti Mobile]
RAM: 32.0 GiB DDR5 4800
Game feels really good. This genre of manual, dexterious, precision mechanics is exactly what I like. I've played through Undertale multiple times, Deltarune, Cave Story, Hollow Knight, Celeste, osu!, etc.
This felt entirely skill-based to me. I beat it first on a touchscreen device and then twice on PC with the final being hitless. Playing on mouse was significantly easier but touchscreen felt intuitive. Best strat is obviously just stand still until the red triplet spawns and then make your move. Also abuse the fact that you can hug the left or right walls to avoid the knives on the far sides.
I will say this demo is very hard at first and that's coming from an absolute gaming warlord. As for the average bloke I imagine they think this is nigh impossible. This enemy requires laser focus. Personally I like it, but this is definitely boss-level. Would like to see one or two more mechanics during a fight such as this as well.
A game with these mechanics is something I certainly would be excited for. Even in my own game development I try to strive for clean and tight mechanics like these.
As for the graphics, they are alright. I like that they have a more "gritty" look to some extent. Something about modern pixel are in a lot of games feels weirdly rounded and soft-shaded to the point where they all look same-y and overly organic. I would like to see something to make the characters feel more alive like in Undertale, where their portrait gets angry or something like that or becomes wounded.
There is an issue where the fake-cursor and the true-cursor can permanently disconnect unless frivolous mouse events are sent the the game to trigger a catch up.
Great work man. I've used Cocos Creator, GDevelop, and KAPLAY and it's always interesting to see what you are up to on your YouTube. It's an inspiration.