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(+2)

If I really wanted to leave a review on this I'd yap too much so I'll try and spare you some of that. First contact with the game felt really great and the OSTs (composers cooked btw) although quite varying across the game had a certain common beat I could trust during combat, where the point is to consume actions by timing them right.

The controls felt satisfying, fluid and immersive, and I think there's potential for a VR version of this game. I liked how the enemy AI was really simple when you just look at one of them separately, but then as a crowd they coordinate to create misery for the player: you actually have to choose the right weapon according to the situation, and the positional combat style reminded me of some old Call of Duty games. It wasn't until the Princess boss fight that I realised: the projectiles were not lagging on my device. They were actually stepping according to the beat. In fact almost everything in the game steps according to the beat which is awesome. Couldn't beat her second phase yet but that feels manageable with a bit more practice. I quit trying today when at one of those boss fight attempts, I fell through the floor at a map corner, and so I couldn't fight nor die so I had to quit, which wouldn't be so bad if it did not kill my save.

Oh and did I mention the composers cooked?

(+1)

That boss fight issue is such an annoyance, because I deliberately added a button to reload the current section for just that problem - in case something like, say, a last-minute technical hitch caused walls to lose collision in that arena - and that button ALSO happened to just bind to the wrong thing and just restart the game. Yay.

Getting as much as I could synced to the beat to really drive the action was a high priority for me - with enemy attacks and animations, including their actual walk cycles, all being synchronized to step/swing/act on time. Projectiles was a fun one to do - even with some projectiles like the Heavies' plasma cannon that moves faster, they all tick on each beat. Doors also open and sync to the beat, and I planned to have environmental props that did the same but ran out of time due to last-minute technical issues.

The composers absolutely cooked, and put in a ton of work making sure the common beat was there under the hood, so that - without any visual cues, like the UI and the world - you can fall into that flow and just vibe through a fight. 

I wanted each weapon to fill a niche in the sandbox, so while you can just take a shotgun and rush a Soldier to Drop 'Em, picking a pistol and popping him from afar might be better.

I'm glad you had fun with the fight even if that last area is a little bit rough. Thank you for playing!