FUBUKI ~zero in on Holoearth~ HOLOLIVE ALTERNATIVE

FUBUKI ~zero in on Holoearth~ HOLOLIVE ALTERNATIVE

Na0ki Mar 11 @ 10:22pm
Played a bit of the demo and got some thoughts
Game for the most part is really fun. I especially love the movement, but I do have some issues.

When a level is ending and there's still dialogue it just transitions without me getting the chance to read the dialogue.

There's a big issue with clarity. The UI is too much information clumped into one place. I think stuff like enemy health can absolutely be somewhere else. Same with items like the gun or the summons, they should get their own corner. Maybe even go for an UI that only shows up when you actually require the information in question.
Sometimes it's also pretty hard to distinguish between background and foreground, making it feel a little messy.

The biggest issue is the difficulty though.
I'm not not used to harder games, but going from the tutorial to the casino is an unreasonable difficulty spike, I felt like I skipped a few levels.
I don't know how many levels this game will have in general, and how they're all designed or paced, but going from enemy filled room to enemy filled room with a bunch of particles that feel like bullet hell shouldn't be the level I play in the first 15 minutes of the game, that stuff needs to be late game or mid game at most.
I can't even defend this in a "oh you folks don't know hard games were back in my day" kind of way. Not even Mega Man games had that level of difficulty that early.
Either lessen the amount of enemies, give/drop more health, or change the attack output of the enemies. And yeah, I know there is the "easy" difficulty, but if this is "normal" then my lord, what would be a "hard" difficulty setting entail? For the standard difficulty "normal" is an understatement

Overall, yeah I'm intrigued, but there are some very glaring issues imo