The game was a lot of fun once I got adjusted to the flow of it, which took a fair few tries.
Initially it looks like a rhythm game, but upon playing it, it feels more about timing than anything.
Some friends and I actually teamed up a couple years ago to make Beat Beet for the first NES jam, which similarly had you playing 'notes' as you dodged boss attacks.
The combat here is a lot more involved though, being the sole focus of the game.
One thing that was apparent when making it was just how hard it could be trying to focus on two things at once, and we ended up having the notes play on the bottom, feeling like that made it easier compared to looking up. Perhaps a setup like that would feel better for the first two fights at least, where the boss is on the ground, so you could watch the playhead at the same time as the boss to keep an eye on which attack they're telegraphing.
Still, it's able to be overcame and it was pretty cool, there's a lot of character in the animations, which were lovely (though maybe a bit too fluid for the NES) Some more indication for bosses taking damage would be helpful though, especially with how much health they have. I was starting to wonder if the first boss only took damage by shooting while they were attacking or something, but I don't think that was the case. Maybe a bit too much hp to get through, for my liking at least. Speaking of HP, very much appreciate how the blue rounds restore health, I don't think I'd have pushed myself to the end of the game without them!
Mothman felt a bit awkward compared to the first two, I had trouble seeing if there was any tell to the fireballs that got sent across the screen, which was rough considering how his other attack tries to keep you on the side where they come out of. Thankfully they're consistent in that they always go bottom to top, so as long as you aren't on the bottom, (or at least are far enough away from the side to dodge) it's manageable enough. Retreating to the top corner and diving down and running right once he starts sending swarms that don't expire before reaching you seemed to be a good strategy.
Hectic, but a good time!