The movement, combat, and graphics are all really polished, so good job! But as for the basic gameplay loop, it kinda defeats the point of a metroidvania to have all the abilities unlocked at the beginning. What's the goal? What motivation does the player have to play the game? Running around and killing enemies is only fun for so long without motivation...
Viewing post in Blueshift: Neon Tag Team jam comments
Yup! I couldn't agree more. I had a level designer who bailed on me and I simply ran out of time as the solo dev. I actually have a version with all the weapons locked and locations to unlock them, but at 3:00a I gave up on trying to make a storyline to go with it. It's sad, but if I just had 3-4 more days I'd have a pretty solid level design/story/weapon progression. Post-Jam, I'll make a story with exploration. I already have basic wireframes and a storyboard written.