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(+1)

Good job on the game! At a certain point I definitely got into a flow with the bullet jump (the one where you dash) :D

Some Feedback I noted down while playing :) :

  • It is hard to see/understand some damage colliders, e.g. the knife and also the fire under the glass, at first i did not understand why I took damage
  • The camera is very zoomed in, and quite static on the character. Giving it a bit of headway on the character (moving it in front of the current look direction), makes it easier what is in front of the character. Some (even very slight) camera lag can make the game feel a bit more ... alive? (for the lack of better word xD ) 
  • I think the nicest functionality is the bullet/dash jump, with it it feels like there is a quick/speedy game possible, but for me currently it is a bit hard to perform these jumps chained (if that is the design intention) I feel like letting players buffer the down key while in jump could make this more fluent. (so basically, players don't need to press down and space when on the floor, but can down again already in the air and only the press jump on the floor for a dash jump. )
  • I did not exactly understand the ending, but also kinda skipped the intro xD (sorry, I am impatient like that, but you can also assume that most players will not read anything if they are not forced to do it)
  • Many collisions feel somewhat rough/not really connecting (e.g. the player collider is quite wide, but the sprites often do not reach the sides (visible especially at the wall jump)

But still really good job on the game, and congratulations on your first game on itch :D Hope to see many more ;D

(2 edits) (+1)

Thanks for the feed back!

- For the colliders, we wanted to fix them a bit more but just ran out of time. 

- Im surprised we didn't think of the "camera lag" idea, I totally could see that giving that more dynamic feeling to the gameplay

- The bullet jump is very fun, glad to hear you liked it!

- Now giving it a second glance I can see that the character sprite is slightly off during that animation