Nice submission! The assets looked great, the attacks and their sounds were satisfying, and the sound menu and tutorials were very robust.
Thanks for the false sense of security in the first several levels of the campaign—I got completely obliterated once the enemies were at full strength. The power-ups and narratives between each level were a great touch! However, after that first death, you’ve pretty much soft-locked yourself without any health, so it’s easier to simply restart the level. But then you need to wait for everyone to get back to the frontlines, so maybe by this stage in the campaign it makes sense to start the level with things spawned in the middle of the action?
On the accessibility front, I couldn’t get NVDA to say anything other than debug
in the current build, but it worked perfectly with Narrator. At times the audio was quite busy, which I suppose could be to encourage me to look around the map? The music slaps, but I wished there was a slider for that. For the allies specifically, I had difficulty at times determining whether I was in front or behind them—specifically I might make the frontmost one sound louder and more special.
This is a great concept that’s worth pursuing. The foundation is solid, but some things need tweaking. You’ve already let us know that you’d like to keep working on this, so please keep us updated.
Thanks for hosting!