I like it! The music is great, the visuals are pleasant, and the SFX create the right mood. Gameplay-wise, it’s a nice reminder of Crimsonland. The only thing is, I feel like losing one of the movement keys is basically a guaranteed death, even if a slow one. And overall, I think the difficulty could be tuned down a little.
As for issues, I noticed the following:
- The tutorial doesn’t explain the difference between the dead state and the glitchy purple state.
- The font anti-aliasing is unnecessary. It makes the text hard to read.
- There needs to be some kind of indicator for the dash cooldown.
- If you click-spam enemies instead of holding down the button, you end up accidentally picking a skill when the upgrade window appears. You need to add a small delay during which inputs are ignored, so the player has time to react and stop clicking.
Also, I think it would be nice to have a objective where you have to defend the lighthouse in the center from attacks. For example, introduce a separate enemy type that attacks the lighthouse instead of the player.