Hi! I'm the guy from the Let's Trade Feedback thread, here to uphold my end of the bargain.
So, off the bat, I think you knocked it out of the park with aesthetics; the pixel art is simple but effective and the music and SFX suits it perfectly.
The core gameplay was fun; I did two runs and enjoyed how different they felt even with some overlapping abilities, and it was far from a chore to load up a new attempt after my initial loss. That said, I do have a couple points of criticism:
- The small, plain font was jarring compared to how well the rest of the games look came together.
- I think you could reward bonus points for finishing a stage quickly in order to encourage more proactivity. With enemies that weren't apt to chase me down, I found it too easy to become slow and tentative in my approach (waiting for cooldowns to recharge and such), which runs contrary to your high-action sales pitch.
- Like the other commenter, there were instances where I got stuck on a piece of terrain I couldn't see, so the lighting/contrast could use some tweaks.
- There seems to be a bug where the game rewarded bonus points for a perfect wave even though I took damage? I think it has to do with Spare Parts healing me above where I started the wave.
- Dashing felt finicky at times; sometimes I'd seem to zip right through (or right past) enemies, other times I'd ram them and shove them in front of me. Felt difficult to plan my maneuvers without knowing which would happen.
But, honestly, if you just adjusted the non-pixel font and expanded the contents, I think you could ship this game as-is and it'd be perfectly fine. Good work!
Here's what I grabbed during my runs in case it's relevant to you:
- First run: "Tanky" (can't remember the name; slow + defensive) --> Sniper --> Spare Parts --> Collateral Sniper --> Faster Reload --> Spare Parts ---> Exploding Bullets)
- Second run: Improved Dashing --> Gunner --> Spare Parts --> Improved Dashing --> Fast Wheels --> More Split Shots





