Good concept, but the controls _are_ a bit floaty. I don't feel like it needs MUCH tightening-up, cos it's clearly intentional, so don't go too far with it. Also, I feel like the charge attack could be improved by a little icon showing which direction the character will go if M1 is released at that moment.
Visually it looks just fine. Aside from the icon I mentioned, don't change a thing.
As for the tutorial, I could take it or leave it. If I don't see one in-game, I usually know to check the Author Comments. But if you did add one, you really don't need much. Couple words on the title screen should be more than enough.
Good stuff! Keep it up!
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Just played a bit of You Are A Triangle and I think it's got a few things that would work in this game too. I think the "You Are A Triangle, But The Floor Is Slippery" part is just about right for this game. Still floaty, but a bit less. Also, the little purple icon when there's a powerup available is pretty much exactly what I was talking about above, with the direction icon when charging. Just thought it would clarify things a bit.
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Comment #2
I'm really happy to hear that you were so interested in my review. To be honest, I mostly did it because the other reviews were just vague and mean. So I felt like being thorough with mine. I played the 1.1.9 build a few times and I'm impressed with the changes! The controls are quite a bit better now, and make the first half-minute of the game a lot more fun before it starts to get challenging. The movement is *just* floaty enough still that it takes some getting used to, which is great. It's also very satisfying to have those controlled ricochets off of the enemies.
The pause menu is good, and I was just about to say how the sound button is only usable on the main menu, but I found it on the pause menu too! Good thinking.
The charge attack is MUCH easier to use now, but I almost think it should be an unlock or a power-up at this point. Having it from pretty-much the beginning is fun and cool, but doesn't really feel as special to have. Maybe after 30-45 seconds of play, you can unlock it or something? There's no question that the player will NEED it at that point.
The visuals are still excellent. The minimal color use keeps things nice and simple, and conveys what's going on without having to straight-up TELL the player. Never forget that SHOW-DON'T-TELL is a good rule for games too. The tutorial was just enough too. I kind of like how it shows right as the game starts, so you get a sense of urgency to read it quickly and not lose any health before you can finish it.
Great improvement overall, but it continues to be a very solid concept from the start.