I'm planning to add vehicles and more objects to destroy/manouver. I don't want to get the sideproject curse hovewer ;P
Madness_Inside
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There's 7 endings + variations if you have the ledger and speak to the guy in front of the mission or not, plenty of them can be achieved in different ways. Also at some point I'll remove the endings and put the continuity, so depending on your playthrough you will either get the mission to enter the mansion or you'll get to the mansion by exploring the world on your own.
I don't know why this unending loop is happening, gotta check what is missing in the scripting. Thanks for letting me know!
Damn, that's not even like 1/8 of the whole demo right now. After picking a key it should be present in the inventory.
Control scheme is straight from the way I used to play fighting games or emulated games. 'C' for jump is a compromise, I personally use 'left shift', it's super easy to use your ring finger but then you might get windows sticky keys activated. Cursor will be used soon, right now it just looks pretty.
I think I need to redo my first screen a little, people don't know they can climb platforms when jumping and holding up. There are 3 ways to cross to another screen but with missing key and no knowledge how to climb you're out of luck (or you can die in that screen to progress too, but you have inflated health to not die so it'd take a lot of time).
Neat little platformer, still a little too spartan-looking to make people turn their heads though. Nice idea with the arrow that can activate things, adds that specific pc-sim quality. What I saw works well, shooting, climbing, keys, picking up items, manipulation of surroundings, moving platforms. I'd add a special effect after picking up items, fading away looks lame. It's only one level?
You spelled Options as Otpions.
Level select is just for show right now, right? I couldn't start anything, even the first level from there.
Did a quick look at the gallery too, Hirdrih works, other buttons are just for show I guess.
At some point you have to make visuals more appealing. I feel like you're putting a lot of work into it but the results aren't scaling with it. I'd honestly use a temp megaman sprite and even free assets to make levels look a little more grounded. Empty squares that limit only the playing field tend to scare people from playing the game.
Pretty nice lo-fi dungeon crawler, a little too same-y and a little too random but still interesting. I found a ladder, I found a hole in the floor, I don't know what to do with either of them. Since there's no inventory or map it's easy to get lost and be confused to no end. I pushed through most of the monsters and found a decent rhythm of fighting/fleeing/healing, but seemingly normal encounter with 4 thieves killed my mage, so run is ruined!
My first run was with 3 fighters and a thief. I find it kinda weird you can't pick your team and you have to go with what's given, most people will restart until they get the team of their choice. My second run was with one fighter, one mage and two thieves and that's when I scouted the most. It's that ladder/hole combo.
I find that leveling system a little lacking too, namely it's pretty hard to level your team, and you can pretty fast run into dream eater even with level 1 team.
The biggest gripe is lack of actual feedback. It's computer program at its core and a little too little from a gameplay perspective. You click "fight" and all actions happen instantly and you don't know who got hit, when, why. A small red splash at the char pic is enough, same goes for enemies. Instead I'm just looking at the total number of enemies and quickly check if their pics isn't getting darker. Descriptions should differentiate between enemies attacking us and us attacking them. Text should be red, not only bold.
Ghouls hunt in packs. Why there's usually 10+ of them? Fuck 'em sideways!
I liked how some enemies aren't attacking even after one or two rounds have passed. Even if you have 9 rats it doesn't mean all of them will attack like they're in a battalion, right?
Overall, a decent, yet a little confusing and raw experience. If you're willing to work on it some more, adding stuff to break, different textures and overall visual effects would help here greatly.

Alerted a guard, hugged a wall, shoot in all directions. Nice running animation and aiming. Their con of view could be cut on obstacles and I think that might be the biggest hurdle. I find it odd that I have to hold shift to hold a gun, aim with a mouse and shoot with F. Change F to LMB and maybe shift to RMB and then we have a deal. Pretty rudimentary but a nice start.
I'm still very impressed how it got programmed into a gameboy rom. It's nice and self-contained and plot twists are always good, but it appears the best option is to always sacrifice your crewmates, especially the alien one, this way you won't die in the post credits.
You're keeping that Mouseman game in development too, right?
I had whole 15 minutes to polish, please understando! But yes, pressing Escape shows your weapons, but not the buttons to select them. I ignored it as most people are used to weapon switching from FPS games but deep down I knew it's a weak excuse. Still, restarting after death was still being debugged 15 mins before submission and Escape menu wasn't there two hours prior. If I had one more day I'd add more enemy variety and one more QTE, definitely wouldn't care for resizing/fitting the game to fullscreen. For that I need a week lol.
Thanks for kind words! I guess I'll polish the game a little still.
I'm still chewing through the demo, but I want to give couple of pointers already
- camera should always show your position with the foreground objects transparent or invisible. There were plenty of times when boku was obscured by part of the upper part of levels. Rotation of the camera doesn't help much, we're walking blind.
- I constantly tried to forward jump but it was impossible, boku only jumps straight up? Then when we are on the platform we have to time our jumps and now the momentum is preserved. It's kinda strange but I guess you can't jump over obstacles as that would just trivialize puzzles. Maybe add extra tutorial info about your inability to jump forward?
- Shop had right part of the screen cropped. I'm using 16:10 monitor, I don't know why the rest works fine.
- Level descriptions on the world map look like placeholders. These white rectangles aren't cute, either add some kind of a border or cut a fancier shape.
I enjoy it so far even if it's kinda difficult at the very beginning, I feel you should make your starting levels much easier. If you get the option for foregrounds to disappear when the view is obstructed then I'll be happy.
I finished the demo, it has potential, fighting system is pretty fun, parrying window is a little short, but other than that selecting different areas of attack and timing when you should attack or switching your characters for extending your combo is pretty fun. I imagine it can be pretty fun to manage your attacks, maybe have more than 3 stars when you level up enough and have more powerful attacks consume more than one star. I wasn't using magic for defense until last hob-goblin, he was pretty tough! MC got floored in that fight, the other girl was carrying the torch.
Now story wise you're going for Sailor Moon, huh? Magical cat, power to transform into a magical girl? I have to say that the beginning about random encounter with your friend that wants to die is a little... random? I mean, what are the odds you'll find your old friend of yours just at the time she was going to kill herself in an alley? And then she just grants you power to transform into magical being and now you know kung-fu! What I'm saying is it demands a lot suspension of disbelief for a player to go through. I didn't have that dilemma with Sailor Moon, she's just a moon child hiding among the people and the cat guardian finally found her and gave her pendant that activates her hidden abilities. Here the power transfer feels like anybody can be a magical girl if they get something. What was it actually, the magical essence? I'm not buying the lore. It has to be expanded, give it some air to breathe, don't just lump everything at once. Maybe even change the backstory a little. And is it imperative that the cat is a girl that uses some spanish? It was a real gut-wrencher for me.
Maybe I'm a little allergic to magical-girls themes, the fighting mechanic is fine, the minute details about the story must be refined.
Best I can do is 1:30. Jumping away from walls feels a little awkward, I think running up diagonal walls should give you more air but I couldn't do it reliably, I did this maybe two times on accident? Running down slopes feels right, reminded me SpeedRunners a little. As I said, got to 1:30 and was sure to unlock next level as it was 1:45, right? Nope! It's 0:45!
Weapons are all right, rocket launcher is a mofo, magnum bouncing off of walls is great, I'd have to practice more with shotgun.
Overall not a bad start but again, don't drop the hardest challenges in the first level. Give me three levels with enemies to kill and occasional technical jump to make with a secret exit than can be accessed with fancier techniques. Let the player learn on his own.
It sure is frantic. Got to 3000+ combo with SSS rank by doing literally nothing on the level with two speed fields. Bro just kept boinging from the walls with 90 degree angle and was killing enemies that were spawning all the time. I leveled up like 20 times, went to kill a boss, all of the enemies had no chances against me. Maybe it's too easy, I think it needs some kind of a tactical approach for me to be interesting, like in pool. When you want to change your direction you have to hold a button to slow down gradually, but if you have an enemy on your path (that you cannot see cuz you're too damn fast) you'll come into collision and get hit (cuz you're too slow). Because of that I don't want to change directions and I'm leaving the game in an "autoplay" mode. I think that a time limit could actually be beneficial here, motivating people like me to move! There's a boss to kill! No time to rack up points and levels! Maybe I'm jaded but it's too silly for me.
It is a pretty hypnotizing experience. Once you get into the rhythm of digging-upgrading-revealing map and enemy fighting it is quite engaging. I like these weird structures that you can uncover. At the beginning I was sure it's all about digging up minerals, so when I found out you can have different shrines and other, destroyed domes with permanent upgrades suddenly revealing a map was much more objective driven.
I went with maximum offense - bombs + fire, with magnets mounted on the dome. I was stubborn to not upgrade carry weight and speed until before last wave, because I was hauling my loot to the nearest spot that had magnet reach. Bombs and fire take a long time to deploy, with my breaking strength quadrupled it was barely handy, but it was also my fault to not upgrade them for a long time. I didn't even have a a chance to see bombs with higher radius and splinter bomb as I uncovered that one BIG orb very soon afterwards and then I had a launch sequence.
I'm not sure 1 bit graphics gonna sell it. I understand it's supposed to be a small scale, lo-fi, easy in-easy out experience but still, something feels off. I'd try to make sprites bigger, or rather increase the resolution and size of sprites so they convey more details. Right now mixels are really visible, and I think that is bothering me subconsciously. Add special items that are colored differently? I think the presentation right now is the weakest element.
I wonder what are you cooking with missions? With proper background and lore the game can be even more engaging. I'd also focus on adding unique structures that can be spawned randomly that add boosts, maybe even permanent between missions. A secret objective-puzzle like in Spelunky would be also a great addition.
Looking forward to your updates!
Hey, I did couple of loops, it's very easy to level up and to be unstoppable killing machine, I think that by 5th loop enemies couldn't approach me at all. Plasma can be upgraded only to level 4, even though you can still select it to upgrade. Also the pattern the orbs are staying is weird, should it be like that?
Teleporter to spawn boss enemy is moving between loops, I think it's fine but it spawned in the air couple of times, one time in a very awkward spot and at the end spawned probably outside of a map.
Got pushed into the terrain by the moving platform and there's no way to escape. Enemies still could't touch me though. I saw one enemy going fast left-right just above me, I guess you're using basic pathfinding, something fancier could be much more fun.
I have to say that autoattacking makes it dull for me, but I'm a little allergic to vampire-survivorlikes. In that sense I don't really have any advice other than making more enemies, making them more aggressive, adding more upgrades and after that... it might still not be that interesting.
Another idea, if anything, going full-customisation mode might be better - scavenging for parts of the equipment, having weight limits and size limits for different weapons, improving these stats to install more mods and so on. Satisfaction from building your own mecha suit and then unleashing it onto the hordes of enemies can be much more appealing, after that killing enemies is just a test of your build and I know for a fact there's plenty of people craving just that.
So yeah, ideaguying and backseat-talking aside, I'm looking forward to see how the project progresses.
There's that one "minor" thing I still have to fix, you shouldn't be able to fall through the floor when climbing down the ladder. Still, you can climb up from that room by holding UP when jumping - you will grab a ledge and then you can then pull yourself up. I need to add a small notice board with all moves explained.
Thanks for trying out the game!
Sokoban with a twist? Boss fights + boxes that we can only drag? Does Jon Blow know about this?
Timer is a mofo, you don't put a timer on a logic puzzle, everybody know this. If you really, REALLY want a timer make it a little longer, make additional time added to the next round, don't kill our character when the timer runs out but let him suffer damage. I didn't enjoy repeating first couple puzzles to get to later ones. Last one wasn't all that bad but 1 minute is very short, easy to lose your head.
I want to say that those puzzles were very tight, I always thought it's not so simple to make sokopuzzles as it's easy to either make it too easy or too confusing. These were very nice.
I played couple rounds, very nice descriptions of enemies, turns out I'm gay and you're the CIA schizo, I guess.
As a deck builder n00b I had some gripes at the beginning but got "most" of the mechanics. It's not entirely clear at the beginning what the cost of mana is and how much mana we actually have. I think that "not enough mana" prompt should be accompanied with additional graphic showing where the mana actually is (now I know it's the blue crystal but at the beginning it can be anything) .
Similarly at the beginning I couldn't place anything on the playing field, which I found odd. I also didn't know what arrows do, by trial and error I figured out you can attack specific cards with them, but the first one I placed was bugged and I couldn't attack anything, was constantly teleporting back to my hand. Explanation for weapons could be also beneficial, you can't attack with your main card unless you have a weapon. I was surprised to find that green attacking border, started second-guessing myself if it was active before? No, that's the weapon card.
Regarding balance, when attacking archer with my archer both units died. I'd expect that the one attacking will survive, otherwise there's no incentive to attack units that can kill you, it's better to attack the boss card and let enemies attack your card (unless enemy decides to attack your main, then whoever has more health wins, yay!).
There were turns when the enemy wasn't playing any cards, then when he was about to die he decided to place 4-5. I unlocked new packs with cards and I couldn't go back from the chest screen - I could click OK and then I was still on the same screen with a locked chest. It was empty so I couldn't click it anymore and there was no way to go back.
Deck submenu is a mess, maybe because of my screen as I was playing it in 1366x768, I guess you can make a custom deck but since I couldn't unpack other cards I didn't bother.
In conclusion, you need explain, explain, explain. When picking up cards show where they can be placed, when attacking add small text over the arrow that says 'attack", when you have no mana highlight where mana actually is. You might also want to replace visuals and audio, right now it feels like a mobile shovelware.
When I played the game last time I wasn't aware that you can grab crabs! That intro is a very good way to show what your character can do.
Got to wave 11, crab-tan showing up just to get extra punch is very satisfying, new items help a lot (I think +HP was not present in previous demo?), sometimes punching upward won't flip the crab but nudge them off the platform.
I had fun and have no bugs to report. It's a little too hard past wave 10 so nerf pls (or spawn more items). Maybe you could also modify level a little between stages? Move platforms a little, fill one hole? Add a powerup that makes one floor solid for a fixed amount of time? I have to say that I've never played Mario Bros. long because levels stayed the same but palette swaps kept me mildly interested, so maybe also add that.
Anyway, I wait for Super Crab Puncher - get that one screen moving! :P
Did the whole playthrough, it's amazing! You have a lot of text in here, and most interactable things have more than one interaction (punch, talk, inspect). That had to take a lot of work. Then you have inventory menu, equipment menu, skills menu, weapons menu! That's much more than a point 'n click game. That's something I'm (kinda) trying to have in my game too, that's why I'm excited to see it somewhere else. And to top it all off, you have an Undertale-esque fighting system. All on a gameboy cart? Incredible.
My main points come to the mood of the game. I thought MC is a detective but he has no issues with stealing, cheating, punching cops and being a menace to the society? Gaining bulk of the money was done by being an asshole to these neighbors? Poor lady with her TV thingy, she'll never get it back. And the conclusion is that MC is going to work with the mob boss? That left me with a sour taste, but I played the game with false hopes. Maybe you could tweak a backstory a little so we know we're gonna make havoc around the block and we're not an innocent little rodent or troubled detective walking uneasy path.
I have to say that I was also a little turned off by uniformity of the screens. You can walk left-right along the street and go up inside the buildings or back alleys, but no special twists and turns make it a little too restrictive. Maybe it's a stylistic choice but I hope the rest of the game won't be about walking from store to store. Gimme back alleys, roof paths, alternative paths through the sewers, it will feel more authentic.
Was there a way to screw yourself up? Like having too little money to finish a game due to bad pickpocketing, buying too much unnecessary equipment? I read that someone had a problem with lighting a stinky box on fire, but we received matchbox from the guy, so... were you supposed to go back to the pawn shop and buy back your lighter? I'm wondering if I was maybe playing updated version.
I'm super excited with this game and I'm awaiting further updates.
Very nice demo, I can see a lot of work went into making all of the models and animations, "maybe" some of the animations were playing too fast and felt awkward but I got used to it with time. The hub area works even though looks a little lackluster, I'm an explorer so I had to visit all houses and surroundings and some rocks looked very low poly and had low textures (behind the witch's house for example). HUD looks great, looks professional, I especially like these red buttons when leaving the area.
I jumped on barrels and got stuck somewhere close to the forge. Camera has no collision with floor when standing in the cathedral after beating the witch. Camera could use some easing as it jumps rapidly when we have obstacle close to it. Also I think that lock-on is a little off. I think it should be always dead center, and here it's always a little to the left or right.
I've beaten everybody EXCEPT that last foxy lady. She's a monster. I tried at least 30 times, and I already got good! Could parry her jumping kick, could parry her grab, I had plenty occasions to parry her rotating fan combo. Got multiple times to the second phase but there was always something killing me in the end. I think it's too easy to lose your health bar or maybe she has too much health. Any time I was trying to attack her I was doing literally chip damage. Either that sword is made from paper or she has steel skin.
Dialogs could use portraits, it's easy to get lost who talks when. I don't follow the story, my gut tells me it's just an excuse to put waifus into deadly scenarios. There's a boob lady, boob lady with a big sword and there's that witch...

I also see there's onsen so I'm guessing we'll have a mandatory bath episode. I dunno, I'm not sold on the characters and the plot.
The game is in a good state. I'm afraid that you'll have to grind more enemies and that will take a lot of time. I'd personally prefer some normal mobs to kill between bosses - they can be reused, they don't have to have too many unique attacks, you could practice your magic on them. I think it's a sensible thing.
BTW I saw that your demo was promoted by some high profile account on twitter. You're gaining popularity so keep it up!
I wrote a wall of text and then closed my browser T.T Now with bullet points
- great graphics, love the dithering and effects, super dynamic
- one liners from enemies are super fun, each enemy having their unique puns is super cute
- action sometimes is too crazy, got my ass kicked in the level with plants and flying bunnies (?). Once you're grabbed and the screen starts shaking you're as good as dead.
- Overall plenty of deaths felt random, marker showing us where the hat was dropped is the real life savior.
- Great weapons, plenty of them too, sniper rifle reloads a little slow, grenade launcher takes too long to aim, you should be able to choose where to shoot the grenade with a mouse pointer, I think it's demanding enough.
- Got two ranks - Jenny and All City Around Jenny (?) or something like that. One of them had my score multiplier in the hundreds 500x with 9 mln or 90 mln score and it was still just Jenny. Is it the highest rank?
- I liked that different levels offered different challenge, sometimes you had to dodge metro trains, other time there was that big lurking electric monster attacking you with lasers and you had to destroy the power box. Overall I like how the challenge progresses, each level presents new enemy, new obstacle or new weapon to utilize, sometimes all of them at once. It's great, keeps the game fresh.
- Lighting is also working well when presenting different levels, first couple levels have bright lights and later on you have darker shades (when moving through the hobbos-infested tunnels). It adds to the atmosphere and makes your levels stand out from each other.
- Loved the interactivity of random things in the world, almost everything can be destroyed
So yeah, it's great, too difficult and frantic, people will complain about camera slowdown when trying to avoid bullets, enemies could be a little slower (explosions from vending machines or hanging signposts hardly hit anyone) and it's easy to get overstimulated by myriad of lighting effects but it wouldn't be Jenny without it all, right? Then again maybe add a small option for epileptic people that decreases the effects severity?
I absolutely love the presentation, great UI, sweet color palette on textures, low poly (not that low but you know) models, those text animations, it's marvelous, coherent, you just want to play more and more. Maybe something could be done with lo-res filter as it might muddy the graphics too much and does more harm than good but I don't hate it. I like the introduction with cleaning the room, picking up items and doing some magic. "Q" for picking up isn't natural for me though, I was constantly trying to pick up stuff with "e". Are mouse buttons utilized at all?
Initial level is very fun, in a place like this I just want to have a lot of things to pick up and plenty of unique looking areas and it's been done very well, if somewhat on the easy side. If I could add two cents, barn could be a nice addition to the level, you have plenty of chests but they're out in the open unguarded.
I really enjoyed picking up different objects, silver plates, scepters and so on, unique loot adds to the thievery extra spice. I'm not sold on the bag though - you have to bring it with you risking making too much noise, big items can't be placed inside and you have to walk with them all the way to the chest, and you can pick only one smaller thing even though you have two hands. It adds unnecessary layer of micromanagement. In my case I was either dropping bag in a strategic spot and bringing other items to it or sneaking all the way to the chest with goodies. I think it's unnecessarily tedious but I'm guessing you'll want to keep it. At least add option to hold two items at once :P
Bugs - closet in Yark's room has no collision, I can walk into it no problem. Camera doesn't like tight spaces, the far away chest surrounded with hay was making it spazz out. I couldn't pick some items, the bracelet in the hidden area was out of reach even though I was standing next to the chest. I was caught once when sitting in a barrel, after that the hidden vignette was having an opposite day - visible when in the open, and clear when hiding.
I found that pesky fairy bothering a toad. Add fairy eating animation too.
Overall, very good! I had a blast even though it was pretty short. Got1.9 stars but only because I couldn't pick all of the items! At least I looted scepter and I think that thing alone is worth more than 100 gold coins. In my headcanon the debt is paid. Looking forward for more!
I can almost feel your frustration when you couldn't get the bed to work! Music shouldn't stop after first loop, I think it's because you used 'space' to exit the stat screen (it should be 'Z'). Oddly enough you still had all stats increased BUT with added option to decrease them and respec them! I'll add a prompt asking if you want to apply changes or not when quitting stat screen. Also lockpicks... they would be too powerful if they could open all the doors. I'll change the description so they can be used to open chests but not much more.
You went through a lot but I hope you had fun!
Hell yea, you can open your own weapon shop (once again I was smart enough to reuse the last line of dialog but dumb enough to forget that it comes with event that drops a sword)! I have some tools to build levels, the worst part is preparing all sprites and character animations. Still, I want to focus on preparing the city so it can serve as a main hub for the other missions.
Thanks again for revisit!
Damn, you're third person telling me you can't sit on the bed T-T. I'll add additional info when talking to the maiden (you should stand on the ground with the bed in the background and press down). Attacking in mid-air looks like that because I need to add attack when hanging but maybe it's not a great idea on its own. 2H sword is still more a 'joke' weapon than a real one, this one definitely needs more frames.
Thanks for the play! I have to finally play your demo too, I'm postponing it for two demodays already! It has to stop!
I'm going for point 'n click adventure with a dash of combat. I want to have plenty of room for the player to choose a path of his own. Intro sequence is a small bait that can be a little counterproductive as it might scare point 'n click fans, but I'll add small branching path to avoid it all together. Lerping is a good idea, right now camera control is very basic, I'll see what I can do.
If you're really looking for the puzzle solving aspect you should talk to the guy with green pants in front of the tavern. He takes you to the mansion that was the main area to explore in previous DemoDays and I think that area is the most representative of what you can expect in the full game.
Thanks for the play!
Nice aesthethic, juicy animations, a lot of frames, that's great. Plenty of fighting moves but main enemy is just a tiny box, that's lame. Walking is super slow and I'm afraid it's your choice to have slow walking paired with quick dashing. I'm not really fond of the idea. I think double tap or even dedicated dash button would be better. Now fighting prompts... I want to say that I'm proficient with quartercircles and Ryu's uppercuts so something is not right in your game. I could do dashes and high jumps, but arming a gun had like 10% success rate. Your health also ticks too fast so I was dying on second day with the box blocking the path above the chasm. Can you even dash with a punch/kick strong enough to break it through? I tried to destroy it with a gun but even when successful my life was already gone, battery particles flying to my dead body xD
Two more things - rebindable buttons. WASD + IOKL feels awkward, I'd much rather have arrow keys + ASZX. Another one is the camera -it's not fast enough when you're falling down and there's at least one fall + dash that you need to perform.
So overall, nice but rough around the edges, a little slugish and rigid, I wish there was an option to select different mission to test other levels.
Thanks for the play! Yeah, big sword is still undercooked, I added it as a small joke mainly for the trailer. Cursor should be utilized more in next builds, but you gave me the idea to hide it when not used. Now sitting on the bed... you're supposed to approach it from the side, standing on the floor. I wanted to signal that there is a possibility to sit down in the game, but maybe bed is a little too obtuse. Later on you also have a tavern and you have to sit on the chair to progress the story, maybe there it would feel more natural.
There is a way to skip it (at least in theory), you just have to die lol. Unfortunately I cranked up your max life to a very big number so it can take a while. You can also try combat with lower stats (you need only 3 might to push the box out of the way) but it's slow and clunky on purpose :P
Other than that there are different ways to access second part of the level, can you tell me which path did you choose? What about speed, were your jumps too high or maybe enemies were lethargic? Did you try to defend or parry?
Again, thanks for the play! If you decide to push through the initial action section there's plenty of other things to discover. First level is "best case scenario" and demo strips you from all abilities later on.
I like the aesthetics, the area we're in is pretty mysterious and fun to explore, a lot of nice details here and there, makes me wanna think what happened, why that happened, why are we here? And why does feeding your tamagochi refills your weapon?! I like aiming and rolling, enemies are... weird? Why skeletons use brooms? Why futuristic mecha ninja? Why big green glowing skeleton that looks intimidating but has no attacks?
Tamagochi part is pretty cute, but I'm wondering about the necessity of it. Obviously that's the main thing you want to incorporate into the game and reloading is simple enough but I had to go couple of times to wash the thing. He gets dirty very fast, I don't know why should I do it, it uses no resources and right now seems like a waste of time. If it's necessary and your gun can jam (for example) then washing shouldn't be a thing that happens every 3 minutes. I see you have additional options in it, like a map? I hope that your pet can grow and will add offensive power to your gun and extra options can help us in finding secrets or navigate the terrain. Also add a chance to make him sick! Imagine a scenario in which you can't shoot when your pet is sick and you're looking for a specific item that can cure him.
The scarcity is something that you'll have to balance, right now the vending machine spawns everything for free (I presume it's for testing) I think that enemies dropped something once or twice. You can eventually add items that are scattered around the gameworld and that would incentivize exploring.
I found a bug that removes level geometry when you're aiming and you have obstacle behind you.
Your game has a lot of charm, I really liked low-poly models, animations are very good, the flashlight is neat, works as intended and adds more mystery to this world, music and sound effects are also nice. I believe I reached the end of the demo with big green one and stairs that I couldn't climb up. You have a nice concept and a fleshed out start, I'd love to see more and where this is going!



