Really good game! I had a lot of fun with it, and it feels great to move and shoot around.
The good:
- It feels awesome. The game is really responsive, with tons of feedback when you hit an enemy or get hit. Using the weapons in general is nice.
- Both the art and music are top notch.
- There's tons of varied weapons and tools.
- It's pretty finished, it's more a game than a prototype, which you don't see too often in flash roguelikes.
- Floor 3. Just that. The inclusion of these canons fix a lot of my issues with the game.
- Juggling enemies is fun!
- Being able to hold the right mouse button to roll is a nice quality of life feature, since it's the faster way to move around.
The not so good:
- The first two sections felt way too easy, long, and without much variation. I'd make them shorter but harder.
- There's lots of upgrades and things to try out... but you barely even play with them! Take notes from Gungeon or Nuclear Throne, where you constantly change weapons and playstyles. You have to go through 7 or so minutes of just spamming left click to get to each shop, and when you're there you can barely get a weapon.
- Life and bullets are too precious. This is probably a design decision, to make taking damage hurt more and get players to think about *when* to use weapons, but when most situations are solved easily by using the basic gun (you barely take damage against normal enemies, and when you do it's not too much) then the weapons take a back seat, which makes most run feel samey. About health, again, levels are easy so when you lose health it's because of dumb mistakes instead of poor decisions in interesting situations. The game isn't on the methodical side, so I'd lean into the fun shooty side.
- Basic gun is OP. You can shoot it from the other side of the level, it has lots of knockback, reloads and fires quickly, and on top of all that it can destroy projectiles. I'd make it shorter range so you have to play more agresively (and walljumping indefinitely while shooting downwards becomes less of a viable strategy), and I would lock the ability to destroy bullets to another weapon or tool. Maybe I'd reduce its magazine size too, so you're vulnerable for longer.
Nitpicks:
- There's a room that has a pit with spikes at the bottom. Even when you can learn the layout, it feels a bit cheap.
- Sometimes getting to these slim platforms from a walljump is a bit finicky. It's not too hard to get used to though.
- Shops could tell you a bit more about what you're buying. It can be a design decision not to do it, but at least being able to tell weapons from tools would be nice.
- You could get 5 upgrade boxes in the same zone or just one, and whatever they do doesn't feel like it makes much of a difference.
- The game over screen is a bit bland lol.
Sorry for the long post. I really really enjoyed this game, and I believe it has tons of potential. I could see myself coming back to it if some of these issues are improved. The core loop is there, it just needs some tweaking.