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(+2)

I gave this game a couple of tries, but I found it difficult to the point of not being fun - and this is coming from someone who rarely takes issue with a game's challenge. The basic movement is extremely satisfying, as is the combat against the different enemy types, but the design of this game keeps on punishing you the worse you do.  I'm not sure if there's something I'm missing, and if it was just one or two things I wouldn't mind, but I was constantly replaying sections I'd already beaten because of:

  • The arenas being so flat makes it much easier to throw yourself off the edge accidentally. Most beyblade-like games have bowl arenas where the edges are much harder to climb unless you get knocked, giving you a safety margin against accidentally ending yourself with a bad move.
  • Not having guaranteed retries. The 50/50 continue/main menu (instead of something like two retries per stage or something) feels like an absolutely sadistic choice - if I'm playing poorly enough to need a retry, the last thing I'm going to want to do is to risk getting booted back to the main menu. This feels like an idea taken out of a challenge mode, where players have already mastered a gameplay loop and are looking to show off their skills, and added to the default mode, and I'd like to know where it came from because I feel like I'm missing the intent here.
  • The dash is a really cool move, but your only defense also being a dash means that the rebound from grazing an enemy on the side, a miss on the edge (which is where you need to be to knock out enemies), or the first boss knocking you into the air before a dash, means near-guaranteed doom.
  • The first boss doesn't seem to have a cap on the number of red enemies it can spawn in the later phase, nor does it seem to ever slow down when there are more enemies out. So stopping to clean the enemies feels unproductive because more keep on appearing while you're in the middle of it.
  • The boss also has a really long health bar for the amount of attack variety it has, and the damage dealt felt wildly inconsistent between hits.
  • The cloverleaf arena being very small compared to the player's movespeed making the flat arena problem even worse.
  • In a game about building momentum to slam into things really hard, the jumping enemies that appear in the cloverleaf arena force you to not slam into things and completely break the flow IMO. 
  • It's possible for the return to main menu to pop up just where you were about to click to try and save yourself with an airdash.
  • All of this combined had me playing extremely safe and passively, which is kind of the opposite of what I'd expect from a game with this aesthetic and concept.

All that said, this game has style. Others have said this, but the visuals are striking, the sound design is *chefs kiss*, the UI is beautiful, and it all fits together in such a "00's radical" sort of way. I really wanted to like this one, because I found everything but the gameplay absolutely top-notch :(

Thanks for the kind words on the sound design :)

(+1)

Thanks so much for taking the time to give a detailed comment! I'd like to say that you are likely not missing anything it's just design in a lot of places that expects the player to have mastered the game's intricacies and is indeed extremely punishing.

A lot of the design issues you've mentioned are ones that I agree with but are a product of rushing to get it out in time (particularly the boss not being tuned very well & menu bugs) so I'll save the comments on those.

These comments are primarily on how we arrived to some of their decisions for the sake of clarity not necessarily rebukes since I don't think anything you said is inherently incorrect.

Now the flat arena issue lies primarily with perspective, after grappling with different arena styles and camera positions this seemed to be the most optimal during our early tests which were only conducted by us the devs who got used to the movement system after a lot of time working on it, having bowl shaped arenas required us having either moving cameras (which we did not experiment with) or a very top down view which made it hard to tell when the player was in the air leading to even more unexplained deaths and the movement wasn't particularly tuned for curved shapes, it's also why in the boss arena I changed the camera angle to allow the player to tell even better if they were in the air compared to other arenas. Honestly I would say during the development process deciding on the arena shapes was the hardest part that in the end we decided the main arena will just be a basic circle for the sake of the jam, and we ditched other arena shapes (including an X shaped one) and left the clover one as it was significantly more playable than the rest for the sake of variety.

As for the retries, this became a lot bigger of a feature than I was expecting, Originally In the loss menu there was only the option to return to main menu and the option to either 50% exit the game or 50%  return to the main menu, I in the last few hours was quite confused by this and had the very bright idea of changing it to continuing from where you last left in the game due to us not having time to do checkpoints, and oh how I regret this despite some comments here enjoying this feature as the very minimal "checkpoint" implementation tied to arenas wasn't used often on the 2nd arena leading people to start from the very beginning.

As for potential solutions I thought about over the time this has been out are stuff like sci-fi barriers that can be broken over multiple hits from the player or more playtesting with curves in arena edges, and obviously a checkpoint system / leaning into roguelike stages rather than predetermined ones.

I hope this cleared up our thought process, we really aren't out to make you not enjoy this (which I doubt you believed) but how we arrived to some conclusions, either way many thanks for giving the time to try out our game!

(+1)

That makes a lot of sense, and I can see how each one of those decisions makes sense in the context of being tight on time and not having enough external playtesters from outside the dev team! And like I said, it's not that all of the things were major problems on their own, it's just that all of them together were overwhelming.

Thanks for taking the time to answer as well! I'd like to think we're all here to improve our craft, and going into such detail on the why's behind your ideas does help!