Some comments:
- I really like the simplicity of the concept here. It fits the theme very well by having the player to actually make choices between this attempt and next attempts. I didn't realize this fully at first and after the dash enemies were introduced the first time I was just avoiding them thinking how well I was doing and then ended up being killed by a walker!! Then I realized that I actually wasn't supposed to try to get as far as possible now but to first only to get far enough to be killed by enemies with new abilities.
- The game is very easy to understand and start playing and it was super fund to play. Probably even the most fun game I have played during this jam. It has been designed really well!
- The aesthetic of the game is simple but that's why it also looks in a sense quite polished. So I would say that it was a good choice to keep it abstract and let the gameplay speak for itself. Also, the I liked how the game did not have specific "start screen" but it still managed to look welcoming with the first glance.
- Having no movement ability at the start was a great "tutorial". That way the player saw the basic mechanics of the game right at the beginning. No more explanations needed!
- One thing that I had troubles with was aiming the attacks. The trajectories of the attacks was very weird. It looked cool, that I have to admit, but it felt not very practical. I many times missed the enemy that I was targeting with the attacks even though the aim indicator was right on top of the enemy which felt unfair.
- The end screen after dying has a lot of text. As otherwise the game has almost no text at all this really stands out and in my opinion messes up the visual style of the game a bit. But to be honest I also don't know what you could remove from there to still have all the info there... Maybe this is something for you to think about if you continue working with the game later.
- One thing that comes to my mind would be to have acquiring of new ability done by clicking the new ability icon and for discarding the abilities to have UI button in some corner. This would also get away from the extra buttons Ctrl ands Shift which are not used elsewhere. Instead as mouse is anyway used for the gameplay also I would be more happy to use that also for UI.
- I like how the instructions for the controls are visible in the game itself. That's very clear way to communicate how to play.
- I noticed that there was also cooldown indicators on the ability icons but I must say that at least for me that did not help much. I had absolutely now time to be looking at the bottom corner of the screen while more and more enemies are spawning around me. Maybe you could consider implementing some kind of Diegetic Ui (= all important info is shown in the game objects themselves and not with "UI") and have the character for example change it's color based on if the dash ability is usable or not. For the attacking the cooldown was so short that the cooldown indicator might not even be necessary.
- Having indicators on the positions to which the enemies will spawn was really good decision! It took me a while to figure out why you had added that. It is the kind of thing that is hard to notice when everything is working but something that I would have definitely complained about if it was missing.
And some questions:
- How early you had the first playable prototype of the game?
- Can you spoil the last 2 abilities? I was only able to get movement, attack and dash but I would be interested to know what mechanics I missed.
- Did you intend the attack ability to be difficult to use? I could also see it as a design choice that controlling this kind of untraditional attack would be part of the learning process and mastering the attack would lead to getting further in the game. Was that what you thought or was it just that I wasn't very good with my attacks?
- How much you would say you have experience in jams / game design?
Overall: really fun game that feels really complete thanks to great scoping decisions.
If you have time later, I would be really happy if you would check out my jam submission. I would appreciate to hear your thoughts about that.