I think this game has some interesting ideas, but could use a lot of work in the execution of those ideas. There’s potential for a fun boss fighting game but the way the game is now is a bit frustrating to play. I wasn’t able to beat any of the bosses even at the easiest difficulty level. I don’t think I would mind grinding out beating a boss as long as the mechanics between the player and the boss were fair. For the player, the range with attacking with X feels a bit too short, firing magic is awkward to aim and fire with, and holding down to attack feels a bit pointless. However, I think the boss fights have some issues as well.
For example, the fight with Hannah Reynold is a pretty interesting concept. When you hit her, she retreats to the other side and fires projectiles and it’s up to the player to dodge and weave their way back and forth until she’s defeated. However, whenever she retreats to the otherside, an undodgeable laser (as far as I understand, is undodgeable) hits you each time. Also the projectiles can phase through walls and hit you. I think the idea of dodging the projectiles was fair enough and could have been expanded. Maybe she fires two or three projectiles or they fire at a faster rate as the fight goes on or if the difficulty is increased. Add collision between the projectiles and the walls (and even the laser that fires down at you) and suddenly the player has to strategize and plan their movements. If executed well it would be a fair and challenging fight, and all the more satisfying to beat.
Again, I think there’s some good concepts to be explored here. The fight with Lacey Cantwell and Eri Inagaki have some interesting ideas that are definitely worth expanding and refining. I can definitely sense the passion and I think with more development time this could be a fun experience! I hope my feedback wasn’t too harsh. I made a video with my commentary and experiences with the game. I wish you the best and keep at it!