Completely agree with alpho_x on this one.
Time to rerun needs to be shortened and the carrot is absolutely misplaced here. In the game/instructions it's never even explained that you have to evade the carrot - sure, it tells you how to jump but why would you jump up to evade a strike coming from over you?
Also, IMHO, red riding hood should be less centered and moved more to the left. Basically, the way it is now, you see to little of the stuff that's coming and to much of what you already passed.
Have to agree though, the production values are very high.
I love the way music, graphic and gameplay come together to form something great - the bullets moving to the beat is a nice touch.
The controls feel somewhat wonky though. IMHO to slow for such a seemingly fast-paced game.
Did you play Cosmology (www.kongregate.com/games/BenSironko/cosmology)? I'd guess a mix between that game's responsiveness and the one you have right now would work best.
It's just that the environment feels rather empty.
It might just be me, but I haven't found anything but the red-eyed guy and the giant hovering sculpture (what's that even supposed to be?).
If you want the player to "explore and feel", you might want to enhance the whole "exploration-thingy". For starters, movement in the third dimension (up) would be nice and could help make the surroundings more interesting (after adding some structures to walk/climb on, obviously). Also, I'd welcome a slight tweak at the color/light (since, even with a flashlight, everything feels just a tad TOO dark).
Nice experience so far though.
It took me some time to see something else but a bad cave-flyer in this game, but now I really like it.
One question though:
Why is there no music in your minimalistic games? Too minimalistic?
I found that playing some Piano by Steve Reich in the background while playing really raised the scores I achieved. Is sound something you'd consider for future games?
Namely, I don't really know how to make music and nor do I really have any musical ideas per se. If someone were to offer to work with me on sound for future games (or even adding to older games) I'd totally accept!
Also, thank you for playing long enough to allow the game to sink in. Most people quit if they aren't grabbed in a few seconds and I think that holds back formal experimentation in games. (Just like attention span was the primary obstacle to the initial acceptance of minimalist music including the work of Steve Reich).
I have to agree with the other commenters, saying that it's a bad game. And in my honest opinion it's even just a mediocre parody. What it does well is the (almost) endless spiral you walk between fighting, saving and progression. But the similarities to JRPGs end there. Take away the graphics and all you got left is a RNG you operate by pressing Enter. It might as well have been described as "A plotless coin-throw parody.".
Good idea, but it lacks in the execution department.
I think parody is the simplest word I could use to explain my intent but I was actually really interested in the relationship between JRPG battle systems and casino machines, especially at the stripped-down, featureless level. That said, there is still some value in knowing when to heal, when to attack, and when to gamble on either of those choices. I realize the play is painful and monotonous but what can I say, I was listening to nothing but Throbbing Gristle during the development.
Replay the game.