
Peak game. I may have some issues here and there but otherwise, peak game.
Loved the presentation overall, let it be the random character interactions to the friendly robots. It was nice to finally meet my dad. The game looked great as well when it came to the robots and the other character models and effects. The isometric camera was also pretty solid. Frankly, a lot of what makes this game's visuals work reminds me of death's door. The only thing about the visuals that I wasn't entirely a fan of was that since pretty much the entire map looked and felt the same, it made it kinda hard to tell where I was sometimes. I think this could've been alleviated somewhat by just having a few landmarks dotted around here and there. The minimap being as detailed as it was did help though.
As for the combat, I honestly think the setup that you went with here is hella interesting and is a cool twist on a traditional stamina system. Needing to dash to discharge yourself is really cool and helps keep things fast paced by ensuring that you're effectively either constantly on the move, or engaging in combat. It also helps that the dash animation looks great and the slide at the end of a dash feels stylish AF. Made chaining dashes feel really good. That said, I'm not sure how I feel about being able to dash through the yellow projectiles though. I realise that it's the way it is to block off some paths in the world, but it also means that if you have enough static energy, then you can basically just dash through every projectile making them all feel pretty similar to each other. Whereas I had to respect enemies, their position and the type of projectiles that they shot if I was out of static. The variety in the type of projectiles and enemies was pretty good though. I do like how the sword enemies force you to manage your static meter more since you're pretty much always in close proximity to their swords.
On another note, as much as I like the dynamic of needing to dash around to discharge static, I think the game also could've used another type of attack maybe to discharge static. Maybe an AOE attack that just knocks enemies back and doesn't do damage. Maybe you can only do this attack when your static meter is near 80% full or something along those lines. This was because I felt that needing to dodge away when an enemy could still be hit felt like a pacebreaker to combat at times. I also felt that the dash that happens when you're at max static charge also could've result in some sort of attack maybe. That way there could've been a little more strategy when it came to actually aiming the dash. This way you'd maybe also have another option which is already balanced by the fact that it takes health away. Of course all this also needs to be balanced by the fact that you wouldn't be able to have those static and health capsules around to hit as much.( Pardon the dev fan-fiction, but I think the truth is that I really like the setup you have here and want to try something similar to it lol ). All that said, I do like having the health and static capsules around since they forced me to move around more during combat or otherwise.
I think my biggest issue with combat is that the enemies really needed better indicators for when they died though. Their death animations and effects felt a little too similar to their teleport one's. Along with that it also felt like there needed to be a sound effect or something to better sell it. Also I felt some of the arenas towards the end of the game were maybe a little too cramped for the number of enemies that get spawned, but they were still intense and fun.
When combined with the teleport disc and the orange projectiles, and that enemies start mixing up their projectile types, the game's combat definitely still has a very engaging and interesting dynamic till the end. Especially with the final boss with the master. Definitely the best fight in the game with how both the yellow and red projectiles and swords are mixed. You also still need to be mindful of your position in the arena since he sticks to you. Pretty intense and climactic fight all things considered. The first boss was also pretty fun.
I think I've mentioned a lot of critiques here, but they don't change the fact that you still made a damn good game in the end ( Heck, even my game is guilty of some of the faults that I pointed out here lol ). Your music is still as good as ever and so is your writing. All in all, great stuff.