The music stopped and the game became extremly laggy right as I started the round 4. I could not play the game in its entirety, but for what I experienced, I love the style and the music fits perfectly. Some of the sound effects were satisfying to hear. And the upgrades I came across all seemed equally fair and interesting. At no time any enemy seemed unfair. Great work
xquentoux
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I really like the simplicity of the main mechanic and still its many uses. The sounds and music blend well with the artwork. Its only flaws I found is that the orange boss sometime does an unpredictable attack sideway, and the first green boss can be cheesed easily by just spamming it.
I would really like to see more of this mechanic.
Incredible! I love the idea and the realisation.
There are problem in the collision between our slash and the skullball though. Also I don't know what happened but at one moment I didn't have any music. Restarting the page made the music return.
I didn't read the description before playing so I didn't expect the wall to extend. I was really surprised, that was great.
I really like the idea of a puzzle where everything can be scaled up or down. The game has potential. But right now, there is one big flaw. It's hard to recognize what everything does. In the level 3 there are rocks that move in a chaotic way so we don't know where they will go. In the level 4 I couldn't open the gate, even when scaling the key and the gate the same amount, I couldn't find a way to open it.
The game seems hard at first but it isn't that hard when you get the grip of it. I noticed that you can get an incredible speed if you jump on a ledge the right way. If you want to continue the game you could maybe use that and make somewhere a gap where you need to get a huge momentum. Also, I got a little insignificant glitch where I find myself flying really high in the air
Overall it's a nice little game
There is a flaw that ruins the global enjoyment of the game, the explosion is to long. Also, the walls that you must explode are not using the level. They just feel like walls that slow you down, kinda like a loading screen, you must wait patiently while doing nothing more. Or else, if you really are speedrunning, you hold the button before arriving at that part. But the dashings are to strict, if you hold the button down, you can only go to a precise distance, there are parts that you can't get to while always holding. But if you release the button the explosion gets reset. A simple solution would be to make the explosion bar go down when you release shift instead of going straight to zero. It would also go well with the theme by cooling down when not holding.
Another problem I see is that (at least for me) there are 2 to 3 seconds of waiting at the start of each game. Maybe the game is instanciating everything and destroying everything each time. If it is the case, I would recommand not loading everything in the beginning and just deactivate what you explode, like pooling.
When ignoring the flaws stated previously, the game was really fun, quite hard to get the hold of but when you get it the game is good. I really like the particle effects of the fire and the speed of the dash when you get to speed up with it.












