Kind of disappointing because it had the potential to be something decent. The music is good and graphics okay.
- At the boss level, my gun wouldn't always fire for some reason. Even when my character died and came back, I would hear the gun fire, but I wouldn't always see anything come out of it. This is a horrible time to experience a glitch like this.
- There's way too much waiting in this game. You have to wait for slowly moving platforms to move into place (usually overtop of bottomless pits) for you to proceed and if you mess up, you have to start the section all over again.
- While I found it interesting that you could do a dash jump and wall jump and that the player can figure it out for themselves, you might want to put a level section that requires the player to be able to do this early on and, if possible, make it so the player won't die if they can't perform it. You need to be able to do the wall jump fairly early, but you need to perform it over a bottomless pit. The dash jump is required later on (maybe half way through). Dying after getting all that way because you didn't explain the controls or put the player into a safe situation where you forced them to learn it is kind of bad design (I say force because most people would go into a game thinking the listed controls are the only ones available so putting the player in a situation like that tells them they might be missing something).
- Why does the main character stand out from all the other characters? He looks like Simon Belmont in the first Castlevania game while all the humanoid enemies have more color and are way taller. Also, who are these enemies?
- Most of the enemies I just ran past and tanked the damage because hanging around to fight them would usually cause me to lose more health. Some of their attacks patterns are just unpredictable or undodgable depending on the circumstance, like the stone throwing guy.
- Why are some of the characters not hostile? It's interesting, but confusing. Was I supposed to interact with them?
- You made the game screen bigger than full screen on a computer. I don't know if it's just me, but I keep seeing this in a lot of games. The only way to play it and see everything is to zoom out.
- Why even have a live system? The whole point of a live system back in the day was for the arcade cabinet to justify taking more quarters from kids.
- When you hit enemies, they become translucent for a little while, but they can still be hit. Why not jut have an animation for them to indicate they are stunned. Because, as it is now, a translucent enemy makes it seem like they can't be shot (like they have an invulnerability frame like the player).
Nevertheless, this was an interesting play. I do hope you will keep designing things. Good luck!