Lots of awesome stuff here.
- Visuals - incredible
- Music & SFX - great
- Everything is very cohesive.
- Fits the "countdown" theme very well
- I would have liked to be able to pause
- Bouncing off the walls is cool
- I wasn't sure if I could put two rings on the same finger. Then I saw two rings on the same finger in the reward selection! But when I tried I replaced my best ring :(
- Rings offered at different levels encourage the player to try new weapons. Very cool
- Because I can't see my hands during the loot selection, I'd like an option to choose "no rings" during equip phase. This game is pretty metal though, I could give that up as a design decision and just remember.
- I have no idea what "at least you got some power" means when you lose a finger. Are my abilities permanently stronger?
- Tether ring having no levels made me think it was unique. In practice it just felt like any other ring but I couldn't tell what level it was, so I didn't want to keep it.
- In the lategame when your ring slots are full... I'm kind of left without a goal. Am I ascending floors? What's the wincon? There's nothing to tell me how far I am in a macro sense. Then you lose a finger and know it's all downhill from there. I need the rush of "I can make it, I just need to hold on one more level" or something.
This was one of my favourite games I've played. Very polished, and again very cohesive! You prioritized the experience and all elements (visuals, sound, gameplay, etc.) told the same story.