Darko by Sodoj

[raw]
made by Sodoj for Ludum Dare 50 (JAM)

​You play as a disgraced warrior trapped forever in a purgatory of madness. You try to escape, again and again, but no matter what you do, you always come back to the bottom of the well. Is there a way out, or are you just delaying the inevitable suffering?

Screenshot_2.png

Slice your way through tormented souls who inhabit these forsaken lands. Make your way through hell. The only way is up.

The game has been updated to adress various bugs and unintended behaviours:

  • Fixed various bugs between level loading

  • Enemy sprites are now scaled as intended

Ratings

Given 54🗳️ 92🗨️

Feedback

0238
05. Apr 2022 · 08:44 UTC
Nice use of the theme. Art style looks really nice for something very simple and it flowed really nicely. Good fun, the only thing I would say is maybe decorate the enviroments a little more to help the drawbacks of the artstyle. :)
ROBOWARRIOR1982
05. Apr 2022 · 08:53 UTC
I like the aesthetics, the concept of the game remind others game with the same control and dash. This is really **difficult** but rewarding when you multiply dash.
I think you can easily add explosive platform with limited time when you touch it.
And a boss who shoot on you forcing you move faster.
And a random inversed control of the movement when ennemies touch you and you have perfect raging game XD.
Anyway good job !
taran95
05. Apr 2022 · 08:54 UTC
The graphics and music is good, but adding more details to the environment especially the sky would make it much more fun.
LDJam user 245333
05. Apr 2022 · 09:05 UTC
I really like the minimalist aesthetic! :) The game does a great job of creating a mood with limited assets.

The mechanics are pretty fun, although the game lacks either more dynamic enemies, or more challenging platforming. At the same time it is already quite hard, but I mostly got stuck because I didn't understand what movement the game was expecting from me (although I eventually reached what seems to be the end after several tries). The right-click dash was actually too tricky to use for me, and it was easier not to use it at all.

But despite that, it was satisfying to complete the level! Good job. :)

Edit: Wait, actually I only experienced the tutorial (despite having selected "Start")! Good thing I reloaded the page.
So yeah that changes actually everything. :p The game DOES have enemies and platforming after all. Makes way more sense. x) It's still hard, but this time because it is really challenging. The two main troubles I had were the projectiles pushing you endlessly (making it nearly impossible to make really precise jumps), and the enemies small hit-box. Couldn't get past the level 2 this time (sometime I died instantaneously because there wasn't a nearby platform to land on). The game sensations are still great though! Having to jump and dash towards enemies constantly to survive feels really cool. I wish it wasn't interrupted by a random bullet, or that I would had a sometime a bit of time to plan my trajectory. But the concept remains great!
tatawanda
05. Apr 2022 · 10:03 UTC
First, congratz on DA. I really like the style and the mood. On the gameplay side, when you are chain-killing ennemy, it's pleasant. However, you lack visibility for path-planning. Globally when you hit an ennemy you are just praying for another to be in front of you or a platform beneath. This could be solved with a little slowmo at the peak altitude after killing (not a lot just to plan better the next move).

Also when you are entering a new level put a platform (even temp) beneath. It's not pleasant to enter the level and die directly because there was no platform to land on.

Voilà, nice entry :D
LDJam user 5143
05. Apr 2022 · 12:23 UTC
I really like it! I like the gameplay and the art style. The sound is good too.

I had 2 problems when I played it:
- When you jump up after the store, you have a good chance of losing because you didn't see the platform. This can be solved after buying an extra jump, but it is so hard at the beginning.
- The player has not seen the amount of HP, and when you want to buy something, you need to compare your hP progress bar. This is difficult.
- Sometimes I feel some issues with aiming, but after a few runs it got better.

Great job and thanks for this experience!
Geryon Games
05. Apr 2022 · 17:41 UTC
The art style is weird, but I LOVE it, you nailed the aesthetic! I did find a glitch where I fell off the map and didn't die, but this is a jam... This game has a lot of potential and I think you could definitely polish some stuff up, expand, and sell it as a full game.
ArianaD
05. Apr 2022 · 17:42 UTC
Woahhhhh the art is awesome!! I love this aesthetic!!
AdamJN
05. Apr 2022 · 17:43 UTC
Really like the aesthetic / Art Style, The b&w style was really well done.
MarcosBriz
05. Apr 2022 · 18:00 UTC
Wow the aesthetic and the game feel are great. A katana + black and white is everything I need. Great job, I'm gonna go back to playing it again.
TheGameOverGuy
05. Apr 2022 · 18:35 UTC
Wow, this was really cool! I enjoyed how good the slashing felt! I did have a hard time with the jumping at times, but other than that I was really impressed! Maybe having some indicator that you can't slash unless you are in range would have helped. I kept trying to figure how why the slash didn't work at first.

Overall, I was really impressed!
Relord
05. Apr 2022 · 18:50 UTC
That was a fun game, really enjoyed playing
Cresceda
05. Apr 2022 · 19:02 UTC
Fun. The art style and cell shading are quite unique and fit the game. It does lag a lot for my on the webgl version, might be useful to throw in a download link as well =)

Edit: Apologies! It works fine now, I had hardware acceleration off for some reason
🎤 Sodoj
05. Apr 2022 · 19:41 UTC
@cresceda Hello there, Windows build has been added. Sorry for the inconvenience! I hope you will have better time now that the game is outside of the boundaries of your browser! :)

Edit: I just noticed your edit right after writing my message. Still, thank you for encouraging us to upload a Windows build!
JoeDev
05. Apr 2022 · 21:47 UTC
Dope style, felt kinda like a stylised samurai kinda deal. The mechanic for dash-attacking to gain height was fun, and escaping the rising floor was a nice link to the theme. I didn't quite get how the combat worked at first but once I did it was buttery smooth. Nice job!
Kaleido
05. Apr 2022 · 22:41 UTC
This was AWESOME. Really well done. A little unclear at the beginning (I was trying to slash and dash but didn't realize that I had to look at enemies). And sometimes there were no enemies for me to reach. But really really well done. This is probably my favorite so far. What great style.
VorpalSnark
05. Apr 2022 · 22:55 UTC
Falling off the edge of the first level is an unintentionally hilarious way to fit the theme as you fall forever, ha

_Really_ cool art style, I love the billboarded look especially with monochrome
frozenfire92
05. Apr 2022 · 23:42 UTC
What a great entry and use of the theme! I really enjoyed getting combos and flying through the level. I liked how simple the art was, but the aliasing was really noticeable because of it (on webgl at least). I really hope you keep going on this game, I personally would play it, and think a lot would enjoy it. Keep on making games \o/
CobGoblin
06. Apr 2022 · 00:16 UTC
love the minimalist look!
Dobryn
06. Apr 2022 · 00:58 UTC
dealing with the projectiles was really hard, great art choice by the way, loved the overall vibe to it.

Very aesthetically pleasing!
clemonades
06. Apr 2022 · 03:32 UTC
woahhhh an fps with style! That was alot of fun, I kept trying to get a combo of bouncing from enemy to enemy, but it's hard. Glad I played the tutorial first, it took more a bit to realize I had a double dome lol. Great job!
MrPouletBZH
06. Apr 2022 · 09:34 UTC
Excellent game. Except a few problems (sometime when changing levels I arrive straight into an ennemy, one time after a restart I came into a not generated world and the fact that I am terrible at the game uhuh), I just found everything excellent. Impressive work, gg!
Sloke T
06. Apr 2022 · 09:38 UTC
The game has a great mood and the mechanics are fun to play. It would have been perfect if there was a bit forgiving aiming system(the sensitivity was a bit too much for me) and if more objects could be used to jump. Also a way to easily identify the enemies would have been nice. Regardless, It is a great game!!
🎤 Sodoj
06. Apr 2022 · 09:55 UTC
@sloke-t Hello! You can try adjusting the mouse sensitivity in the options menu or you can try playing the Windows build. WebGL build has the mouse sensitivity messed up a bit. Sorry for the inconvenience!
SuperVoximus
06. Apr 2022 · 12:20 UTC
Very nice visuals, the jumping feels really nice and the sounds help create nice ambience, my only suggestion is to make the platforms a bit easier to distinguish because i felt like they blended with the environment a bit. Great job with the game
Essence
06. Apr 2022 · 12:25 UTC
Wow, extremely clean game design for this one. I love the concept, mood and game feel of this. Good combination of mechanics like the reaper asking you to sacrifice health for power ups and the ability to reset your jumps/dashes on kills. Makes it both very intuitive but also leaves potential for fast paced play. Also the visual direction not being too overdetailed and minimalist in nature seems like has let you iterate on your game loop far more. Again love everything done here, this is exactly how game jams should be handled amazing work!
Bodmass
06. Apr 2022 · 12:33 UTC
I really enjoyed this. Only issue was after reaching the merchant for the 3rd / 4th time, he stopped offering me new items, not sure if that's intended :grinning:
PashaLoban
06. Apr 2022 · 12:43 UTC
Cool game
Roikku
06. Apr 2022 · 13:18 UTC
Very nice artstyle!
LDJam user 269161
06. Apr 2022 · 13:19 UTC
Reminds me alot of Ghostrunner :smile: Nice mechanic, I liked the doomstyle billdboard sprites very much
tigerj
06. Apr 2022 · 14:28 UTC
Well... I am kinda terrible at 1st person so there is that :laughing: It's a great entry. The tutorial and updating my settings helped a lot! I think if I practiced for 10-20 minutes I would get even better. I like the sketchy style you have going on too. thanks for brining it by the stream and helping me not suck as much haha!
https://www.twitch.tv/videos/1447965941?t=01h31m52s
Renge
06. Apr 2022 · 15:53 UTC
Really interesting concept! I found it was pretty difficult to progress however if I didn't get the triple jump at the first store. Also it would be cool to see how many jumps I have left. I really liked the way you hit enemies to jump. I tended to actually avoid platforms and search for enemies to hit to gain height instead.
gamesplusjames
06. Apr 2022 · 15:54 UTC
Really love the artstyle and a cool idea! Great job!
chertkov
06. Apr 2022 · 18:08 UTC
This is a matter of personal taste, but this game is so much my jam! I enjoyed every single bit of movement, although it would have been nice to have a few more horizontal levels.
Blizzsuxx
06. Apr 2022 · 19:44 UTC
@chertkov I agree (in regards to horizontal levels), we are probably going to move in that direction if we continue on developing the game
She Wrote
06. Apr 2022 · 21:25 UTC
The core gameplay is a lot of fun, and the art is great. I really like it!
Reulan
06. Apr 2022 · 22:56 UTC
the 2d enemy rotation in the 3d player world is pretty trippy especially with the black and white art. gives me old school doom and wolfenstein vibes but combined with a quick draw iaido single slice sword attack dash. this is really fun!

took me a second to double jump but after that kept going up and up and juggling between enemies or platforms depending on what maneuver i needed to take
Proxy-Games
07. Apr 2022 · 04:39 UTC
The gameplay here is a lot of fun. The platforming, fighting gameplay and use of 2D sprites in 3D environments reminds me a lot of a entry from last year, [Tables & Tremors](https://ldjam.com/events/ludum-dare/49/tables-tremors). I enjoyed that one a lot, and the same is the case here. The artstyle and audio are both very well done and give a strong atmosphere to the entry, and it overall fits the theme well. I did struggle with the first person perspective and platforming with this game, admittedly. I also had an issue with the camera continuously rotating to the left unless I went fullscreen, but absolutely no one else is reporting that problem, so I think it's a hardware thing on my end.

Overall, very nice work!
shmador
07. Apr 2022 · 09:48 UTC
I really like the idea of the game and fps feel it had. I wish the platforms was in a different color from the background(black instead of white) because at times I couldn't tell I was near a platform.
I also noticed that the mouse sensitivity I changed to wasn't updated?
I would really like to see a post jam version of this with a bit more polish. Could be sick!
JakubBala
07. Apr 2022 · 10:10 UTC
Really nice gameplay and really cool art style. Sound effects fit very well too! It felt very satisfying to dash towards enemies and almost use them like platforms themselves!
Daniel Klautsch
07. Apr 2022 · 10:29 UTC
I like the concept and the dashing to enemies is great, but my main gripe of the game is the poor maneuvrability mid-aid. You can't really control your momentum other than by utilising an additional jump, but even with said jump you cant make any precision input, this leads to most often overshooting aimed platforms. And even if you do manage to get there you barely have any seconds to orient yourself for the next move.

I really like the game idea, but right now its way to hard.
Fredrik Rosell
07. Apr 2022 · 11:40 UTC
This game looks fantastic! I was really bad at it, really struggling with the platforming, but I blame myself for that. Great game!
velvetlobster
07. Apr 2022 · 11:54 UTC
I love the antichamber vibes in the color palette and the movement thing you did.

its way beyond my skillset as a 3d platformer but I am eager to watch some youtubers do it


![Captura de Tela 2022-04-07 às 08.53.33.png](///raw/0e4/e/z/4d575.png)

I will get to you little fella :sweat_drops:
velvetlobster
07. Apr 2022 · 11:55 UTC
I love the antichamber vibes in the color palette and the movement thing you did.

its way beyond my skillset as a 3d platformer but I am eager to watch some youtubers do it


![Captura de Tela 2022-04-07 às 08.53.33.png](///raw/0e4/e/z/4d575.png)

I will get to you little fella :sweat_drops:
velvetlobster
07. Apr 2022 · 11:55 UTC
I love the antichamber vibes in the color palette and the movement thing you did.

its way beyond my skillset as a 3d platformer but I am eager to watch some youtubers do it


![Captura de Tela 2022-04-07 às 08.53.33.png](///raw/0e4/e/z/4d575.png)

I will get to you little fella :sweat_drops:
velvetlobster
07. Apr 2022 · 11:55 UTC
I love the antichamber vibes in the color palette and the movement thing you did.

its way beyond my skillset as a 3d platformer but I am eager to watch some youtubers do it


![Captura de Tela 2022-04-07 às 08.53.33.png](///raw/0e4/e/z/4d575.png)

I will get to you little fella :sweat_drops:
Nash
07. Apr 2022 · 14:13 UTC
I can really appreciate the work that has gone into the visual aesthetics.

The style also creates a lot of issues which are probably too hard to be solved during a jam. It was quite hard for me to follow how the character moved in a 3D space. There are not many visual elements to attach your eyes to so it can easily mean that it looks like you are not moving at all. For this reason, it was quite hard to predict will I land on a platform or not.

But these issues could be solved with more time. For a jam game, I think this was great.
renrok
07. Apr 2022 · 19:55 UTC
Interesting visual style, defenetely captured my attention!

Jumping around, dashing and slicing through the enemies felt really nice, but the platforming I found a bit hard.

Default FOV and mouse sens are a bit too much for me. Tried to change them in the options, but I suspect the settings didn't work, as visually nothing changed and when I came back to the options menu they all were on default values.
Blizzsuxx
07. Apr 2022 · 23:06 UTC
@renrok thanks for pointing it out, we will look into it
BloooBird
08. Apr 2022 · 13:26 UTC
Great game and the artstyle and visual aesthetics are amazing, had a fun time
Forgin Bits
08. Apr 2022 · 13:35 UTC
Interesting visual design and pretty nice, crisp and reponsive mechanics. I did regret that the Q,S,D,Z keys (equivalent to WASD for some keyboards, it's the case here in France anyways) were not implemented. Great entry, good job
🎤 Sodoj
08. Apr 2022 · 17:31 UTC
@renrok @bodmass Thank you for your feedback, your issues have been adressed! :)
Chris McKnight
08. Apr 2022 · 17:54 UTC
You did such a good job getting an interesting visual style and playstyle. The movement and gameplay are very responsive and genuinely feels fun to play. Would love if you expanding on this idea because with some more polish and structure post-jam this could be very fun game. Great job you should feel very proud, one of the standout LD50s I've played.
DS Nahogara
08. Apr 2022 · 17:55 UTC
Brutal game! It feels so good dashing and jumping, also the graphics are 10/10! The tutorial segment is real well written, and i think i can't say much more! It's a fantastic entry and you should feel great!! congrats, and awesome work! :v:
Jackaljk
08. Apr 2022 · 19:41 UTC
The aesthetic is superb, bravo! The concept is good and I especially love that you pay the merchant with your HP and that you may die from overspending. The game is really fun and frustrating at the same time. The frustration is mainly due to having to start over after death, I couldn't get to the end. Come on, even dark souls has check points. Unless their absence is part of the theme implementation? Delaying giving up and trying over and over? That would be deep. But you know how you could have integrated checkpoints in a wonderful manner? As an HP-paid card at the merchant. That would have been sooo cool. Anyway I loved this game, well done!
korfi
08. Apr 2022 · 19:51 UTC
![scrshot2.png](///raw/04c/c3/z/4d90f.png)

I played this for quite a bit, it was really fun! I have no idea if my score is good or not, but it did feel like I got quite far! Something that could be worked a bit more on are the powerups, after a couple of runs I only felt like more double jumps were worth the sacrifice. Graphics are nice and the gameplay feel is great, good job! :D!
osh.studio
09. Apr 2022 · 08:24 UTC
Loved this game! The aesthetic was awesome and the gameplay was unique and fun! Really liked this submission. It reminded me a lot of a game from LD49 that I loved.

https://ldjam.com/events/ludum-dare/49/tables-tremors

Still different quite a lot, but I actually thought you guys might be the same team from last time haha.

Good job!
elysiagriffin
09. Apr 2022 · 10:46 UTC
Thanks for submitting your game for me to play on my stream!

If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1450162412?t=08h26m18s

Good luck on your ratings, see you next LD! :D

💜 Elysia Griffin AKA Button Feedback Lady

https://www.twitch.tv/elysiagriffin
Ehon
09. Apr 2022 · 11:58 UTC
The artstyle reminded me of the game I did back during LD 45 which had kinda similar aesthetics, so I had to play this one. Really cool visuals and I like the "empty" sounds of the well. The gameplay was challenging, so I won't share my best score to not feel miserable with my skills :P
Abdonatioera
09. Apr 2022 · 15:06 UTC
Great graphics, I like that you included a well thought out tutorial too.
UnitedFailures
09. Apr 2022 · 15:19 UTC
This is a pretty fun platformer. The lock on / lunge towards enemy mechanics feel really nice, the art is unique and sets a really cool purgatory vibe, and overall I had a good time playing the game.

my two points of feedback though would be to add a little more air-mobility, and to display your health in a more understandable way for the shops (like give me a numerical value in the top left).

Overall great work!
Morricore
09. Apr 2022 · 16:15 UTC
I liked base gameplay, but difficulty curve feels rushed between first and second level. Unable to reach third. Also feels like need better world gen, cause sometimes there is no way to get higher. Great work!
riley9
09. Apr 2022 · 16:36 UTC
I stayed motivated for quite some time so that's already a good sign! I like how the first level has solid ground: You ahve time to practice your movement in a relatively safe environment AND it's guarenteed that you reach the second level regardless how bad your run is :)
I also think that it would have been great when the sky would be more recognizable than just beeing white. I think I could have oriented myself way better when the sky would have had another color or something else that would have distinguish it from the other surroundings.
Corporation
09. Apr 2022 · 21:09 UTC
Very unique graphics, love it. Controls feld smooth and really fun and challenging to play. Reminded a lot Risk of Rain Mercenary gameplay)
Sarah
10. Apr 2022 · 05:55 UTC
Interesting game idea! I'm really bad at it, and the skulls scare me haha but I was able to get up a few platforms xD I like the effect that happens when you reset the game and the darkness fades. It reminds me how the particles fade in Twilight Princess.

The graphics and style of the game are well done and I like the minimalistic style \o/ I also noticed that just jumping up and touching a platform from below gave me a point, even if I didn't land on top!

Overall, well done!
Blizzsuxx
10. Apr 2022 · 18:07 UTC
@sarah Glad you liked the game :)
You probably ended up being hit by an exploding enemy that was right on the platform - which resulted in a point being given due to a an enemy dying
aerloth
10. Apr 2022 · 18:20 UTC
Very distinct style, nice atmosphere. I like that even the tutorial has the item guy setting the mood at the end. It is challenging, but rewarding to execute the air combos. Somehow I would like to have more awareness what's where as I have to look around super fast to be able to do anything and I'm super stressed while trying to move up!

I remember with the LD49 tables and tremors I had a similar issue - maybe my skill is lacking, but personally think maybe lowering the gravity would help with the stress and would allow me to get in the "zone" more - so I could focus on getting the sweet combos and avoiding the enemies - and now just gravity alone can be very punishing :D

I like the roguelite vibe and upgrades, it feels like a complete experience not just some random levels put together. The audio-visuals are stylish, coherent and communicate what is happening clearly. Tutorial level was friendly and enabled me to learn the basics without stress.

Overall difficulty level is a little bit too high for me - I have to really be determined to try again and again :D

Nice entry!
wild_fat
10. Apr 2022 · 22:33 UTC
I liked the art style and level design!
All feels coherent and complete.
Good job!
leokrechmer
11. Apr 2022 · 14:35 UTC
Nice mechanics, and like this low graphics, looks interesting nowadays. Great job!
LDJam user 234120
12. Apr 2022 · 15:00 UTC
When you are on, this game feels GREAT.
But I do feel about half my deaths feel 'cheap' in some manner or another.

- 3d precision platformer is a difficult task!
- 2d enemy heads were sometimes hard to see
- I felt i lost track of myself VERY easily, and that the mouse swung around a bit too wildly. Maybe too high sensitivity, particularly after a dash. I did MUCH better when I turned down the sensitivity all the way. Also a shadow to see if you're actually above a platform.
- Wasn't always aware of what was shooting me or how I could avoid it. Maybe some indicator of where danger is coming from. Would also like maybe a block to defend myself somewhat. Sometimes there is no way for me to avoid things
- Forcing people to land for the 'power up room' is something I think is necessary, a couple times I had a good roll, and popped right though to the death floor
- Speaking of death floor is it even necessary? Game is very difficult as is, and I found it frustrating and eventually quit over it

Ultimately the game makes me WANT to beat it, but its not quite at that sweet spot of 'hard but fair' quite yet. Something like a slo-mo, some 'stickiness' on the platforms or other player assist to land the jumps, or more control of movement during a fall... that would help alot.

That all said... I'm booting it up again to play after my 5th rage quit, so you guys are REALLY on to something here.
BougieBirdie
13. Apr 2022 · 23:21 UTC
I like the game, it takes a while to really figure out the movement, but once you do you get this really interesting flow. It's a delight to zip around from enemy to enemy without touching the ground.

The 2D-in-3D style is really cool, and it works great with the monochrome theme. My only complaint is that when looking up at enemies it can be hard to see them. Maybe they would need to rotate to always face the player to mitigate that, but then again it might also look kind of weird.

My high score is 666, at which point I felt I had figured out the game and surrendered to the abyss. Thanks for making such a neat game, I really enjoyed it!
Blizzsuxx
14. Apr 2022 · 07:11 UTC
@bougiebirdie Oh wow, congrats!
Dying with the score of 0, 6, 66 and 666 should give you "special ending text"/an Easter egg, I think you're the only non-dev person that had died with the score of 666.

It would have been better if the score 666 made you fight a secret boss, but bosses were scrapped due to lack of time.
QuantumNail
14. Apr 2022 · 08:19 UTC
I like it, looks good and addictable :D If add abandoned space station dark ambient - playing becomes even more funny ;)
BougieBirdie
14. Apr 2022 · 18:35 UTC
@blizzsuxx Oh man, that's great. I thought it was a funny coincidence when I got that text, I didn't think it was intentional :smiling_imp:
Leandro4002
16. Apr 2022 · 06:18 UTC
Really great.
That would be even better if you had duck taped doom music on it.
Link270
16. Apr 2022 · 06:23 UTC
Wow very fun! Loved the game play a lot! One recommendation would be some sort of music in the game to add to that overall feel. I also wish there would be a little bit more feedback when I could attack the enemies. They turned red which was helpful, but there could be something a little more, maybe a little tiny bit of an auto focus on enemies? Not really suggesting, just throwing out ideas haha Awesome job!
Tanner Shelton
16. Apr 2022 · 06:38 UTC
This was an awesome game! Conceptually it was my favorite one of the jam so far! It was really rewarding the first time attacking an enemy and getting a boost off of them. I wish there were more power ups and a bit more variation in gameplay. But very cool!
Substain
17. Apr 2022 · 06:40 UTC
interesting concept and the graphics are cool too! my highscore was only 40 though :)
AXLplosion
18. Apr 2022 · 13:21 UTC
Managed to get a score of 102 after a while of getting used to it. I really like the game, it feels like you've taken inspiration from Devil Daggers which is awesome (and if you haven't you absolutely should)!

I like the gameplay a lot, it works super well and is really fun, though it does feel like it needs some polish and balancing still. I would often fall right down after going into a new level, transitioning between levels should probably "recharge" your jumps. The minimal visuals worked great, but it felt very disorienting to not have any static reference points in a near empty circular world, so some background visuals or spatial audio would be a welcome addition. The billboard enemies only rotating on a single axis also made it difficult to attack them from directly underneath.

All the criticism aside, I really enjoyed the game and you've done an absolutely amazing job with it! Including the optional tutorial was a nice touch too, and the artstyle is great!