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(+1)

It's interesting to have a game where you want to spend all your ammo to get to your melee, I feel like the level wasn't quite long enough to explore the concept but this was a fine enough introduction. The "Hey Kid-!" voiceline was very funny to me. It just stood out, made me smile, that's all I have to say about it.

The thing is, I don't know why the dash would give you a bullet back. Not just in the narrative, I mean what is the game design purpose of punishing the player for dashing. Bobbing and weaving between bullets is fun, and it kinda feels bad to not want to use my mobility tool to do that while charging up the sword.

Anyways, I didn't have a bad time here. Just feels like the concept needs some refinement and a bit more time to breathe.

(+1)

I totally understand how you feel. my intent was to give the player a more meaningful interaction with the ammo count, being able to use a powerful tool at the cost of gaining bullets was the direction I went. though it was intended to be more of a cost of entry rather than a punishment, maybe I'll find a way to make that more apparent. originally I planed to add more such interactions but couldn't find the time. glad you enjoyed it and I hope this answered your question.