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- Okay, I think this is a great game, what little I was able to play this morning. The idea of an RPG character converting to an action playstyle is pretty great, and the way your artistic atmosphere and sound direction support the corruption idea is fantastic. Really, really well done.
- I had to stop once I hit the bullet hell segment for lack of meaningful strategy. There are a few problems with this mode that make movement forward a trial-and-error affair:
- First, when you're firing all your swords out, the moment one of them hits an enemy the entire line disappears. This was frustrating to figure out and makes actually fighting things at range a slow, dull, grind and you /have/ to fight at range to have any chance of dodging your enemy's bullets.
- Second, it's practically impossible to kill something in this mode without getting hit yourself. Fixing the first problem will go a long way towards fixing this item, since you'll be able to fire a line of swords where the enemy will be, and then dodge incoming attacks yourself.
- I would also point out a bug in the one room with the doors that lock you in until everything is killed: once you step on the square that the doors are on it appears to trigger the door code, but you can step backwards the way you came and the doors still slam shut, forcing the player to leave and come back.
- As a final thought, I would reconsider not allowing window resizing or anything; games like this I prefer to maximize and stretch the image instead of leaning forward to look at a game-boy sized screen, and I'm sure I'm not alone.
- All in all, though, this is a great idea with great execution, it just needs a little more work to help reduce the frustrating difficulty of this segment, I think. Well done, the parts I played.
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