Ok I just finished, and yeah, this was great. Like I said in the previous comment, really impressed with what you created here, and it definitely feels like a demo of something I would pay money for. Unique concept, unique atmosphere, and engaging exploration gameplay all around. I ended up finishing with 89%(not sure where I had missed stuff, but I assume I got everything but a couple hearts, or an ability I forgot to buy somewhere), but may go back to explore what I missed. Here are some loose thoughts/feedback as I was playing:
- Being frozen after being hit felt weird. I didn't notice it after the first couple screens, but it felt strangely unresponsive.
- The music was immediately incredible. I'd love to know what VSTs/samples you're using! I'm honestly jealous of the production of the quality. I feel that's my biggest weakness as a composer. The vertical layering was also done so well!
- The atmosphere as a whole is incredible. The animations were so crisp! Loved the character and enemy designs as well. They all felt very distinct.
- Very clever and nicely guided level design. The mini platforming puzzles and such felt intuitive and engaging to do. The sense of gated progression was executed so well. In the Scavenger King biome, it was so satisfying to see all the platforms I couldn't reach and knowing assuming I would get a double jump or something, so the wall jump upgrade hot the perfect spot for that!
- Not sure the spark collecting ability works as intended? I'd have to reread it, but it seemed like it was supposed to collect sparks killed by my echo automatically, but it never seemed to work.
- The mechanics feel really good to play, especially on a controller
- I did kinda wish the vertical hit box of the melee attack was a tad bigger, and maybe a bit more standard length. But the verticality was messing with me with the standard bats. Though that may have been intended for unique challenge.
- Amazing implementation of the theme. Not only making the dash(a Metroidvania staple) a core mechanic but also the fact of how well it utilized the echo effect. It was just a tad less useful in combat then it was in puzzles/traversal, but wasn't really bothered by that.
- The final boss was such a great use of all the core abilities. Felt appropriately challenging while also thematically correct. The Scavenger King was definitely the hardest boss of all of them though.
Yeah, this was incredible. Easily my favorite jam project so far and maybe the best jam project I've played in each one I've participated on? Either way, excellent work here and you should both be proud. I can't wait to see what either of you make next.