Some really good animations in this one! The visual style as a whole is pretty nice looking, for that matter. Looking at this game is quite the treat. I especially like the attack animations, and the seeming re-use of the second combo hit as an air attack looks great and was a very clever time save of the sort I can really get behind.
The combat clearly had some thought put into it between the dedicated air attack and the two hit combo and the holding attack rapidly attacking! Always nice to see that. Wish you got to do more of the combat, but what’s here of it works well! Having the attacks send you slightly forward forces you to think about your positioning, the enemies have basic attacks that are just different enough from each other to where the enemy variety helps the combat out well, I think you have a pretty good sense for what makes for some good melee combat here.
Heck, enemies not being able to do contact damage if they’ve been hit by an attack recently is a great touch too.
Oh yeah, and I like that your weapon is a wrench. I’m always a fan of unconventional weapon choices, so I may be biased, but ya know, still. The cool glowy tech bits on the wrench are a nice touch too.
Also, I feel like the magical girl theme is used pretty alright here, kinda neat to see one where it’s not because of you being magical that makes it fit. And also the theme of unity and construct, while not the most creative uses I can think of, are both still used pretty well!
This probably wasn’t intentional, but you can move slower by pressing diagonally sideways, and honestly, I kinda dig it, giving the player better control over speed is handy.
All in all, I like this one! Especially well done for an unfinished project!
Now, that all being said… drawback-wise, I admittedly did have some issues here. I can tell a lot of effort went into this and that most of these issues are likely a result of either a lack of time, a lack of testing, or a lack of time to test, but I’m still going to make note of them so that if you work on this more after the jam they can all hopefully get addressed in some way or another, given the status as an unfinished project and all.
I’m going into detail on some of these to hopefully make finding a fix of some kind or another easier, but do understand I didn’t think any of these were a huge deal despite that!
For one… movement is a bit slippery, continuing to slide a fair bit after you stop pressing left or right. Normally, I don’t mind that in of itself, but it’s a bit of a problem on the moving platforms due to their hitboxes being smaller than they look to begin with, especially due to how long they take to move, how hard it can be to tell when to jump to the next one due to the exact camera and the distance they move, and how buggy trying to jump off of them while moving down can be.
(I’m aware moving platforms are really hard to get right though, so honestly, props to you for even trying at all in a constrained time limit! It’s not easy, at all.)
Additionally, enemies don’t despawn when you die during a combat encounter, leading to enemies kinda just… respawning and doubling up on you when they clearly aren’t supposed to sometimes?
From what I can tell, you actually jump lower if you hold forward while jumping, even if pressing against a wall. You apparently grab ledges regardless of if you’re holding towards them, so counter-intuitively, grabbing a ledge high up in front of you requires holding jump without pressing anything else sometimes. Probably something to address for the finished game, though it being possible to work around makes it not a big deal here for now.
Also, you can’t always double jump if you don’t first jump high enough? Not really a problem in the context of how this is designed, but it could be a problem for low ceiling double jumps in a more complete game, so something to probably fix for that.
Also, I really wasn’t feeling the Metroidvania part of the theme here much. Short side paths with nothing on them and basically no exploration to speak of don’t really make me think Metroidvania that much, but I do get that this is likely just a side effect of the unfinished nature of this project.
Again, all in all, I do like this one! Just wanted to make note of some stuff that’s probably worth figuring out how to go about fixing for a more complete version if you ever make one.