Last time I tried this I felt that combat mechanics, in particular, were atrocious and that everything felt very random. The devs acknowledged this as something they were already aware and working on. With this new version, I can say they had massive improvements in this area. Combat now feels like something that’s way more under the player’s control, something I can learn and actually engage in etc… it’s funny checking the old version I still had and it feels like these were small tweaks with lots of impact. So massive props there.
In that specific area, I think there aren’t many complaints left. The shield is a bit unresponsive and projectiles are hard to see and respond to. The green slimes being the main offender here, they feel very cheap at this point. It’s also a bit hard to read the interface with the tails and whatnot but it does look good. These to me are just growing pains and part of not having any sort of tutorial yet so, IMO, no biggie at this point.
Platforming feels a bit fiddly as it’s a bit slippery, the ice physics are pretty annoying. Damaging pink spikes are a bit hard to spot, I get caught by surprise often as they feel a bit hapzardly placed and having to restart the level if you slip is, again, pretty annoying. Due to this I ended up not going all the way to wherever the map ends but as I understand it, I don’t think I’m missing much. There’s three enemy types, a bit of platforming and a pleasant BGM.
On sound, consider bumping the priority of having at least some placeholder sound effects in place. They help a lot with feedback. Unless they’re supposed to be there already in which case there’s some Linux build issue.
I get how this can feel like “oops all criticism” so I’d like to emphasise that, as far as I’m concerned, these are all regular teething issues of a project taking shape and the whole thing is showing a lot of promise. I’m liking what’s there already and liking seeing the progress as these sharp edges get sanded down. Excited about the next release