Hello! I'll be writing this as I play:
- I like the menu
- The cursor looks cool although it's a bit hard to track and feels sluggish. Based on my experience doing something similar, it's not actually input lag but the trail makes it feel that way. Keep the trail, but have something more noticeable at the actual cursor position. Perhaps a single particle of a similar but more noticeable colour would work well here.
- Text speed is a bit slow, also it would be handy if clicking or pressing a key would skip to when the text is done being written.
- Hovering over menu buttons fast interrupts its own sound if it didn't finish playing. Perhaps either make sure the audio source is done playing, so that it doesn't make the sound effect when you hover again unless the previous one is done, or use audio.PlayOneShot() which will play the sound without interrupting the previous one. Whichever one sounds better in your opinion :) Little nit-picky but it's something that I noticed. Certainly not a priority issue but it's an easy fix.
- Cute character with cool scarf
- Music is nice and fits the mood.
- Space for jump would be more comfortable imo.
- You can get inside the wall by dashing towards it from where my cursor is. You can dash out of it though.
- Nice effect when you kill your bat lad
- Not really sure what I'm supposed to do after killing him though. Is that the end of the level? There's more on the minimap but I can't reach it.
- I do like the animated background though.
- Oh, never mind, holding W or S makes you dash up or down. I think that should be clarified unless I'm blind and it already is.
- I like that the music changes when you are in combat.
- The screen shake when attacking is a bit strong/disorienting, I'd tone it down a bit. The camera stopping and then moving harshly after a hit is jarring.
- Got stuck inside a fluffy when I teleported into him and proceeded to die. I think enemies should push you out of them.
- Overall combat feels a bit weird, I don't know where to go and how to get there. I tried dashing through enemies but it didn't work out for me since they'd just catch up to me almost instantly. I end up getting cornered. I feel like I'm not getting something lol. If enemies, at least the introductory ones, would step back for a moment after hitting you, I think that would give the player more options as to movement and such in confined spaces.
- Blocking makes things a bit easier but it isn't introduced, or if it is then not early enough.
- It's late for me and I can't get past the spikes so I'll call it a day at this point.
Overall, I think there is some really nice attention to detail in the game like the scarf and the background. However, a lot of the controls feel clunky and there is a lot of time when the user is not in control. Things like text scrolling, doors opening, and especially after taking damage take away too much control from the player. Of course I'm extremely new to this game so you may disagree, but in reality everybody will be new to the game. I think you should get as much feedback as possible, ask friends etc, and don't just listen to me of course. But I'm confident that there will be a lot of overlap within user consensus and those are the things which you should really focus on. I think this can be a really fun experience if the character would be more responsive and movement more refined. For example, if dashing would teleport you to your cursor (as somebody else mentioned), up to a limited distance. Also if you would preserve your momentum and if it were snappier. Of course these are big changes at this point but in my opinion, it would make it a lot more fun if there was more flow to how you interacted with the world.
Hope you found this useful and sorry for not going all the way through it, the pillows are calling me. Good luck with your game!