I really like the game concept, especially the art style and humor.
Not much reward to be gained from exploring to the left of the starting room, no upgrades and nothing is gained from slaying the mobs.
The boss fight was fun, and it was interesting that the level changed after the boss defeat cutscene.
It's a short but interesting concept.
Level 1 Reimu has an obvious advantage in the early start compared to Level 1 Youmu, especially for the second stage.
Level 4 Youmu has decent dps compared to level 4 Reimu.
Marisa's dps isn't really worth the high cost of purchase and upgrading, but the slowdown effect of Alice can come in handy.
I'd love to see the concept expanded in the future.
Some things can't be forced.
Good thing that this story isn't like that, eh?
It's a good thing that people don't get shot in real life just for voting honestly, usually...
Daring to not completely hate the fruit hued man, on the other hand...
Yeah. There's a point to be made about the true value of historical quotes in this day and age, and people who hanker for things new and original.
I like thE IDEA AS AN ACE COMBAT HOMAGE, BUT THE CONTROLS ARE A BIT OF A HASTLE. YOU HAVE TO USE LEFT AND RIGHT CLICK FOR BULLETS AND MISSILES, MOUSE ALSO CONTROLS A CAMERA THAT IS VERY SENSITIVE TO MOUSE MOVEMENT, THE MISSLES DON'T HOME IN ON TARGETS EVEN WHEN THEY'RE HIGHLIGHTED WITH YELLOW, THERE'S NO YAW FUNCTION, AND THE PHYSICS OF JEREMY'S LISTED SPEED FEEL OUT OF SCALE WITH THE BOSS SIZES AND SPEEDS.
One think I like about the modern flight sim example of ace combat 7 is the ability to rebind keyboard and mouse controls as desired.
Project wingman has re-bindable controls as well.
Phases 1 (sound), 2 (sunlight), and 4 (text speed and alien langue) were okay after some trial and error, but it would have been difficult to figure out phase three through trial and error. The part about the saber and the lighting rod... I don't recall reading that in a conversation. If so, it was a conversation that couldn't be viewed after the fact.
It's interesting, but it looks like the interact prompt could use some work. Had trouble getting the souls to follow the protagonist cat when not constantly holding E, and there was no reaction when pressing E with a soul next to a sleeping cat. Protagonist sprite would also cling to a wall when pressing against a platform in mid-air.