This game is fun. The Mexican art style is catching on in games, a nice break from the usual Japanese style. As usual with Mex games, the fighting and platforming elements are strong.
A good game so far, I've gotten to the town on the water at this point. I can't say anything stands out particularly poorly, except I got stuck falling on top of a gate in the town one time and had to exit the game because of it.
I can't say anything is too wrong so far. Just one complaint:
Some platforming jumps for unlock pickups like clothes hangers or hair combs are really tight. The jump to get the pickup in the middle of the canal on one of the small islands was almost impossible. When I finally looked back at how I managed to execute the jump I wasn't convinced it should be so hard since I had to perfectly position a barrel from an escort quest at the ledge, then perfectly get the right amount of speed, the right angle, and the right timing to jump from that position for maximum height and distance preservation.
Or maybe I did a sequence break and skipped unlocking a canoe to jump from. But it felt really hard to do at the moment.
A recommendation for the future of the game: add more attack variety and enemies that need them for combat. Look back to other fighting-platformers and engineer enemies with protection mechanics that require specific abilities to disarm them.
A good game so far, I've gotten to the town on the water at this point. I can't say anything stands out particularly poorly, except I got stuck falling on top of a gate in the town one time and had to exit the game because of it.
I can't say anything is too wrong so far. Just one complaint:
Some platforming jumps for unlock pickups like clothes hangers or hair combs are really tight. The jump to get the pickup in the middle of the canal on one of the small islands was almost impossible. When I finally looked back at how I managed to execute the jump I wasn't convinced it should be so hard since I had to perfectly position a barrel from an escort quest at the ledge, then perfectly get the right amount of speed, the right angle, and the right timing to jump from that position for maximum height and distance preservation.
Or maybe I did a sequence break and skipped unlocking a canoe to jump from. But it felt really hard to do at the moment.
A recommendation for the future of the game: add more attack variety and enemies that need them for combat. Look back to other fighting-platformers and engineer enemies with protection mechanics that require specific abilities to disarm them.