I liked the aesthetic of this game and the look of the models, it had a visually distinct style that sets it apart from other games. With tank control type games my preference is that the rotation is inverted when in reverse, but this is purely my own preference. The rotation felt too fast, like maybe if it accelerated as A and D were held down it would feel better, but I think that particular aspect of the control system should be tweaked.
LeytonM
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I really enjoy a Metroidvania type game, this was really fun and I loved the art style. The goal of the game could've been clearer, but I don't think that is a deal-breaker at all. The art style in the game was visually distinct and appealing. The jump mechanic felt broken, as I could sort of cancel jumps mid-air, but maybe that's intentional idk.
I thought the game was very visually appealing and felt much different than the other games which are primarily 3D. The core gameplay systems worked without issue and I liked the art asset design, whoever made those. The level design left a lot to be desired. I never felt like there was a real goal and the feel of the combat was very static. On the topic of combat, it seemed entirely optional, I had one run the I just went pacifist for 90% of the run, because I can get in-game currency without even fighting. The enemies had different attack types, but much fewer sprites. As a final note, the levels felt to big and empty, perhaps make them smaller and add more features to the levels.
The mechanics of the game felt good and smooth, and I liked that you could select the levels from the main menu screen. I think the camera-follow left something to be desired, sometimes it would get stuck behind walls (most noticeably in the puzzle level). The music was a nice touch, I thought each level's music track had a distinct vibe to it that helped the levels feel different.

