I like the format and essential play operations. There is lots of room for enhancements, and that will make this game sparkle... but there is also a catastrophic problems. I encountered a dead end on level 5 and that finished the game for me (since there's no way that I could tell to exit a level). The Shop only seems to sell things for gems, which I have none (rendering the shop unusable except to sell things, but it's irrelevant since there's nothing to spend my money on). Some graphic diversity would help liven up the stage. Using a slightly transparent mask for the light beam would help ambiance. Sprites might also cast a shadow; that would be creepy and interesting. Stuff like that.
This reminds me of a few other great games. The play-action is good and the rapid restarts are good, (though maybe just a bit longer tick when the new run starts). Some areas reminded me of the dodge portion of the Star Wars arcade game from the 1980s... X-Wings in the trench, dodging walls.
I felt like there were two conflicting upgrade systems, and in the powerup (one-level boosts) it was showing a price but not how much I had accumulated. I wasn't able to tell if I could grind earlier levels. The upgrades weren't clearly priced (to my way of thinking).
I would love to see more developmental attention put to the level and gameplay action. The racing activity is the core of the game. While I like the dialog, there's too much of it and it seems irrelevant to the gameplay. Tying these two together might improve this... perhaps the track design reflecting your dialog choices. More importantly, there should be more interactions with the racing portion of the game.
Hi, thank you for your comment! We plan to put more emphasis on the Nirvana Sinc mechanic: during the story events you'll have more choices that have an effect on it. This will impact straight on the races making them more difficult or less difficult.
What do you think about it? Do you have other suggestions?
I retired my second disciple and expected to get my dozen mastery skill points but instead was reset to level 1 with nothing (except my previously earned masteries). That's a problem.
Has potential, for sure... and I'm excited about its potential. Observations: 1. The movement and camera controls need refinement. 2. The world-map seems like an unnecessary promise; there are lots of ways this game could go once the combat is optimized for fun and playability... this seems like it's meant to be a combat-grind game.
Thank You for your observations I will put them on my to do list as well. I agree on the combat-grind scenario but I also wanted to add a little exploration in the mix somehow which is something that I am still testing.
OMG that was the name! It was my inspiration for this. I saw it as a kid (30 years ago) but could not remember what it was called. Thanks :p