Played the demo and loved it. Heaps of potential in the ideas and mechanics here for an awesome game.
Here's some feedback from a new player after their first session:
General feedback:
- Presentation and aesthetic is stellar. Really strong visual design characters.
- Would be nice to try with a slightly longer bunnyhop timing window, I found it difficult to consistently maintain speed
- Needs a less steep learning curve, watching your gameplay, being able to generate insane speed and fly around the arena would make fights way easier but as a new player it feels like too much is expected too quickly of me.
- Level design a bit unclear where to go at times.
Nice to haves:
- Being able to assign weapons/actions to scroll up/down in the controls menu
- Too dark in places, brightness/gamma slider would be great
- More feedback when getting hit, sometimes it's unclear where I took damage from. Maybe a directional damage indicator on the HUD would help? I found there were a decent amount of hits/deaths where I got hit by something from the side or behind that I couldn't hear and couldn't tell what it was.
- The crosshair was a little small for me and my resolution. With the current size, I found it borderline impossible to be able to make out the details and see how much my spell had charged during a fight. A slider/option to make this bigger would be great.
Bugs:
- Seems like I can shoot through walls with the wand. Attempted to rocket jump horizontally, but I didn't get any propulsion because my wand was inside the wall and the spell didn't explode on the surface of the wall where I was standing.
- When dying and respawning, enemy projectiles aren't deleted so there were a few instances where I spawned right in front of a projectile that was undodgeable.
- When respawning, the wand (or last equipped weapon) should be selected by default imo. If I scroll down, I can't select wand, and have to first scroll up to select cat. The reverse happens if I die with cat equipped. I'm assuming the game still thinks I have the weapon equipped and prevents me from switching to it after I respawn.
- If you open the pause menu after dying, you can still press R to respawn but the pause menu stays open and prevents you using the mouse (but you can still move/jump with they keyboard
- Dialogues/cutscenes were a little scuffed on my 21:9 aspect resolution. The overlay was positioned all the way to the left and I could see the game world behind on a slim portion of my screen all the way over to the right. (This one is very minor, a lot of AAA games have worse UI bugs for 21:9 lol)
For some perspective, I have many many hours in TF2 and Quake 1 so rocket jumping, bunny hopping and air strafing are very natural for me but I definitely need more than my first hour of play to feel like I understand how to chain moves together to build speed quickly. Definitely keen to play more and learn though. Overall, I really enjoyed my time and definitely will be following this project closely.
Hoping some of this is helpful, am excited to see how this game progresses.