Bleh. Lots of issues
It wasn't until I had beaten the game and started playing through again that I saw the instructions for controls. They blend into the background. The story made no sense to me: it was vague and, well, senseless. There were two bosses, but I have no clue who they were. And storywise, getting a machine gun halfway through the game seemed out of place.
The controls need quite a bit of work. Sometimes it was difficult just to jump onto a ledge because pushing toward the ledge makes your jump shorter. There is also no way to jump and shield/shoot. And whenever you land, there's a hesitation before you start running again, which is irritating and makes the camera jumping.
Finally, the way scenes are spliced together are confusing. On the first playthrough, where the cutscene occurs while you're falling, I thought that I wound up in a new place and didn't realize that I was in the place before the cutscene occured. Please try to time your cutscenes in places where the player isn't moving.
With all that said, the level design was fun, so I'll give it a few stars for that. Good luck on your next project.
It was a little short, little easy, lemon-squeezey
First of all completing a game in general is impressive. It takes much dedication to see anything finished regardless of how big or how small.
Now onto some of my criticism. Having played the game all the way through and being a horror-game fanatic, I'd like to point out that this is not horrifying at all though I felt like it was trying to be. Perhaps the direction was to be odd or discomforting, but the entire time I felt like it was only quirky. And not intentionally, but the bad kind of quirky. The controls felt too stiff or too sensitive in movement, and why did you bring in a gun? Rather that's not the problem so to speak but the power you give the player with that type of weapon really lowers the challenge factor.
Enemies weren't really well addressed. I wasn't sure who was my enemy or who was only there for kicks and giggles. Same with the scenery. There were many occasions that I was stopped dead in my tracks due to a black tile which I thought was just the background. One instance I was walking down a short corridor and I couldn't even tell when the floor began and the walls ended.
The "story" felt like it was written by a teenage girl who feels like she's full of clever wit and hormonal angst. None of the "poetry" even made any sense. One she says that "we are flame" for the sun and then mentions that "we will pay for what I've done." Earlier in the game she mentioned flowers. Either Gyossait has the attention span of a newt or she can't make up her mind what her true motives are.
I feel like I pointed out all the bad things. I'd like to mention some of the GOOD.
The art was fantastic. (Except for the last boss in my opinion with the flash Atari-esque bullets flying at you....) Whoever lead the art design has great potential and I like to see more. The level design was interesting but I felt like a little too easy at times (and others a bit confusing). The music/sound effects were, I think, the highlight of this little game.
All in all this had a lot of potential but, for me, felt like it didn't entirely reach it. Nothing stood out as a game but it was still a good way to pass the time. I do hope you take my criticism as constructive (as a player) and I hope to see more work from you soon (especially if it's in this direction).
Hmm not bad but...
While this game was interesting, It made me wonder what this game is actually meant to be about, I mean i know its meant to be an art game but the story could have been a bit clearer, i never did really get it.
The graphics where good although the thing being so small i was hard to tell what things were. I seem be some kind of white knight with a shield with red monks throwing daggers at me, and oh look a machine gun. Right.
While this was interesting it was certainly out of place. Some of the text that was just sprawled here and there was very hard if not impossible to read.
Some of the things that could have been improved are thing like shield only being able to use when standing still while it is not necessary to be able to use it while running, to be able to use it while in mid-air would be nice especially since i got shot out of the air a few times by a enemy i could not see..
Keys, Doors and Strange Contraptions make that platforms appear, Oh my.
While the key and door a good block to find something to get to the next stage i didn't even realize it was a key until i saw the same symbol on the door.
That and my key almost got stuck a few times, I'm one of the lucky ones.
This game leaves a lot to be desired on the bosses specially one being some kind of gypsy woman's face which had destructible light bulbs and a heart within. And the other being a giant woman with thorny armour and a some kind of arm cannon. Also when she was hurt she turned red, and when damaged some armour fell off and her hair changed colour......What is this?! Poison Ivy with upgrades!
Only other thing would probably be the added momentum which scores you no points.
All that being said not a bad game. A little weird for my liking but not truly bad. 5/10
As i was playing this game i did feel that sure, it had a decent story line, it just had so much that couldve been better, some more time spent making this would of been better
What the hell was that?
I agree with 'deviceheretic', pretension does not suffice for quality. I got into the game not knowing what it was about other than "Oyeatia, creator and god of man surrenders his deity, ... The end begins." and about 2 minutes into the game I waswandering around like an idiot not knowing what the hell to do. Very little instruction is given and motive to continue is low. But, that's just my opinion, getting into this type of game was never my forte.
The visuals are nice though, I liked the subtle 'cave drawings'.