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I actually had a lot of fun with this and played it for a while despite the difficulty. I feel the combat was enjoyable and has potential, but at the same time could be frustrating and needs a bit of work to feel fair. I would keep the lethality but perhaps more/clearer telegraphing of enemy moves and/or more leeway in timing the dash to dodge attacks. Maybe also sound effects to signal the enemy is about to attack.

Your game actually benefited a lot from not having a HUD in terms of immersion, and I appreciated the contextual hints to teach you how to play - they worked really well. But I did miss indicators of the enemy health (especially the boss), and I wonder how you might better show that whilst still keeping this HUDless - damaged/bleeding sprites, or some other visual indicator?

I really enjoy this kind of twitchy gameplay and find it really addictive, so I wouldn't lose that, just make some tweaks. There was also a little repetitiveness in terms of the enemies you face, and I found myself skipping some of them by shifting between worlds or just dashing/jumping past them. The visuals are really really nice and I'm jealous of your living/dead animation as well as the "shadow" behind the player character. How did you do them?

Thanks for playing! I'm glad you enjoyed the game. I appreciate your feedback and it gives me some clear actionable steps on what I can improve in the future.

As far as the visuals, the "shadow" effect is done with a timer that creates a new frozen AnimatedSprite copy of the players and changes it's colour. This "ghost" node then reduces it's transparency over time and finally deletes itself after a couple of seconds. I tried some different approaches like using the particle effect system for this, and while you can create a ghost trail, it doesn't work with AnimatedSprites.

The living/dead animation is the players death animation played forward, then in reverse. I split all my nodes in the world into "corporeal" and "spirit". On world change I notify one group to add transparency and the other to reduce it. I also do a color change. Someone told me it could be improved further with sprite masks, allowing you to have alternate versions of tilesets for the spirit world etc. It seems like a good option to explore.