Working my way to a hard mode 1CC, currently have the silver star. It's pretty fun, nice to hop in and do a few run attempts.
At first it took me a little bit to get used to the movement. I thought there would be more input buffering, and I could play more by tapping directions, but once I realized you are probably meant to pre-emptively *hold* the direction you want to go next, this issue was solved. Not something that needs addressing per se, as I feel like it's a valid design decision and you do get used to it relatively quickly, but I figured I'd bring it up.
Another random piece of feedback: in menus, there is this animation when you scroll to another button where the button's content starts offset by a few pixels on the Y axis and then eases into its final position. This feels like a nice piece of visual feedback when scrolling down, but I feel like it works less well when you're scrolling up. What if when scrolling up the animation started offset the other way, offset a few pixels down, and the eased into position?
It's been nice to play this game after following the newsletters and development videos for a while. Looking forward to the full thing.
Viewing post in Hyper Bun Buster: Rocket Hammer Action (demo) comments
thank you so much for playing the demo! version 0.2.6 adds a buffer that makes the game much better at interpreting tapped directions, and the next release is probably going to add a very slight pause (like 1 or 2 frames) between hops, which should have the side effect of making it even easier to play the game by tapping each movement, without negatively affecting how it feels to control the game by holding directions.
the way you described wanting the menu to work (offsetting a few pixels down when scrolling up) is how it has always worked, unless there was a bug i didn't notice. i'll have to see if i can try making it slide an extra pixel or two further to make it more clear.
i hope you enjoy the full game once i've finished it!