A fun game with a brilliant core ideas! Yet I feel like, it can be improved a bit. Here some scattered thoughts:
- platforming felt a little clunky and controls feel floaty (like on ice) at one point, then very snappy and the character would stop instantly - the "dynamic" climbing animation is really cool and very well done! - Did you take inspiration from spelunky level generation? Sure feels like it :D - I don't understand the dash. Sometimes it works well and I dash quite a distance, then it's weak af and doesn't move me at all. Is this intended as a falloff for double jumps? Aiming the dash is really difficult for me. :(
Level design: - The arrow when the drill is close to the arena fight is really confusing. It points in the direction of the drill, so I thought I can just go there and the level would loop around. Yet, it landed in a dead end and had to backtrack and platform through already cleared sections. - Why not allow the level to loop back into the drill shaft? As is, the level seems to be two large linear corridors, so why the arrow?
Defense arena: - I like the idea of prepping for the "final boss" of the level that is triggered on a forgiving timer! Great design! - When I first reached the boss I had two bullets left. At first I did not realize I had limited ammo. With two shots left, I could do nothing but watch the drill die. :( Maybe some pitty ammo pickups would help in the boss fight? Placed far off, so I have to sacrifice drill health for ammo while plattforming towards the pickups? - The second time I got to the boss, I had one enemy left, but it never spawned in so I got soft locked. - Is the arena walled off? I think I can just walk off infinitely in one direction
Sorry if this is a bit negative, but I do really like the game! I think there are some great design ideas that can be expanded upon for a full release :) Great job y'all!