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(1 edit)

I really want to stress that I'm honestly enjoying this game quite a bit! In a lot of ways it feels like an official game. I especially love the tweaks on capsule pieces requiring a certain number of chips to activate, and that there appears to be more than the standard arms/head/chest/legs. For example, I got a buster upgrade and arms upgrade separately with different functionalities.

Now for the complaints, which come from a place of love I assure you. As others have pointed out, the "leap of faith" level design has led to a lot of frustration for me. A standout is Hydro Axolotl's level, where a portion  is dark outside of some lighting from jellyfish enemies and there are spikes everywhere. I got a game over like 4 times on that section of that level alone. Beyond that, there are a few too many points where enemies seem placed in ways to almost make it impossible to avoid damage. A particular flamethrower enemy in Arson Vulpine's stage comes to mind.

Perhaps my biggest complaint is boss weaknesses, which just don't seem to be strong enough to be worth the trouble... especially for any of the closer ranged weapons. I end up foregoing them completely and beating nearly every boss with the buster.

All that being said, I have officially beaten the game and would rate it a solid 7.5 out of 10 with the opportunity to raise up to 8.5 if some of the issues get ironed out. Keep up the fantastic work, Justin. I am eagerly looking forward to whatever comes next. 

(-1)

Level difficulty is game creator based, I think if it's easy or hard is up to your skill level.

(+4)

Level design faults is not skill issue

(+1)

I had that issue too. When you get rapid shot, you really don't even use the buster so much. Boss weaknesses feel worthless in this game for some reason. 

(+2)

Uncharged weaknesses only do like 2 to 3 damage. it seems to be pretty much tailored for charged weapons, which i don't like as, apart from the fact that it makes it visually harder to pinpoint the weakness, the head parts require either the uppercut or the double jump and Stellar Primate's weapon, while the dive kick and the subtank in Stellar Primate's stage require beating Tundrion Bear

I wondered if that was the case! Yeah, that seems like poor design. When I can just charge shot for similar damage output (and not even find the helmet for most of the game), then that makes it so weaknesses are pretty much pointless. Especially when boss weapons have limited use and my buster has infinite.