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Thanks for playing through my game! I played through the demo, I think you have some cool mechanics going (I really liked the gun, felt very satisfying to shoot), but there's a bunch of things that personally I would change:

1. There is a lot of feedback for the most basic action of clicking left, you have a giant effect covering the screen and a screenshake, with its huge hitbox there's no reason not to press it, and that also makes you spam the mouse repeatedly cause it's not automatic. Feel could be improved

2. Character is very floaty but there is not much reason to be in the air, the ground pound doesn't do anything and I think it's bugged cause twice I lost my ability to slash and shoot after doing it.

3. I didn't play with audio on so I don't know if you have something but there's no visual feedback for my cooldowns ending, I had no clue when I could shoot the gun or sword dash and it felt very inconsistent.

4. Dash, double-jump and slide feel a bit useless, the sword dash fulfills the function in a more fun way, they feel inconsistent because if you're not holding anything they take your last input, so if I moved left, stopped, and then dashed, I would dash left instead of forward. The stamina from dashes doesn't regenerate unless it's empty which doesn't seem intentional?

5. There's not enough feedback for being hit your healthbar just goes down, that's something that could use screenshake and slowdown.

6. The level design immediately introduces you to platforming with unforgiving obstacles and wallrunning, then immediately after that room you go into a bunch of arenas again where there's no platforming elements until several rooms later where it just makes for a not very fun death pit for the player while they're trying to fight enemies. Also checkpoints please. Also the doors closed before I entered a room once in the green bricky hallways.

7. Camera feels a bit stiff, wall jumping bumps feel off, the snaps on wallrunning also. The camera stopping along with all movement freezing on the sword dash also doesn't feel good.

My general tip would be to go less broad but more deep, you have a ton of mechanics from various movement shooters but they don't synergize that well together, and your game lacks identity as a result. I would focus on making a lean skillset of abilities that all complement each other and the gameplay, letting you polish them as much as possible while keeping each one unique and useful. Steve Lee has a good talk about Orthogonal Design on his YouTube channel that you could find informative.

But yeah this has a lot of potential and I'm waiting to see more :)

Oh jeez... You actually sat down to write all this... I'm so sorry for the bad experience dude.
You see, this is just supposed to be a sort of early demo to show mechanics, which it's doing well considering you found so many issues. That's the goal.

And I didn't see this comment until uploading the Demo V0.1.1 just now. But I did fix MANY of the bugs and issues you mentioned. Yeah the whole movement part at the start was pretty hard and I fixed it too.

Also the door in the basement area you mentioned was def broken. Just one simple bool.

And about your last concern, the snaps were pretty intentional to make it feel like you're snapping onto the wall. But I'll polish it a bit more. Still have it stay like that, but feel better.

And all the other extremely important things you mentioned? I'm gonna start work on that literally RIGHT NOW. So thank you dude, again, this means a lot. Genuinely.

Another note, this entire level was built a while ago and I just don't have the time to rebuild another one now. So yeah.

And another thing is that this entire thing is a FRACTION of REVOLT, if even that. Because there's HUNDREDS of things left to add. A campaign, more mechanics, more everything really. The main game which I'll start once I'm certain I've done a fairly good job with this demo and have a good enough vision of the game done, will have chapters, many more levels, smaller and more polished levels, lore, story, bosses, more enemy types, more katana types, and MUCH, MUCH more.

Again dude, thank you so much for this feedback. I promise I'll fix everything you mentioned but in a way that makes all your issues gone, but at the same time preserving the identity of REVOLT. 

Thank you so much dude. Can't wait to see your game done asw. 

Bueeeeeeeeeeeeeeeeeeeeeeeeee 

If I had a bad experience I wouldn't be writing a review. I love seeing people's work and trying to give them honest feedback so it can improve. Of course I'm not any authority so you should evaluate whatever I said with a grain of salt, maybe there's reasons for stuff maybe you have better ideas I just said what popped in my head :) Good luck!!

Yup as I mentioned, I'll do what I need to do but also see how I can fix your issues. But yeah no I'm still cooking the demo🔥.