Absolutely. Some people in this thread are just making things up. The controls are not "unresponsive and clunky." The game has a remarkably responsive and tight control system. Jumping and movement flow really well, and you're never restricted to certain movements or actions by your current state, e.g. you freely control mid-air movement and even attack in mid-air. (This previously posted video says it all, and it doesn't even abuse the bow as much as it could:What's everyone on about? The controls are pretty responsive and this definitely isn't CastleVania levels of difficulty some people are making it out to be.
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)I don't understand the excessive scrutiny platform and side-scroller games get on this site, while everyone else happily flies toward the next 3DCG text-only game that gets pumped out every week and floods it with 5-star reviews like it's the second coming of porn christ.
And this is clearly a game in development, like JPRacer said; we've already gotten confirmation that more magic is going to be added to the game. The basic attack having a short range is clearly an intended design decision. The game is clearly going for something specific here by making the melee attack weak but always available while your magic options are powerful but limited, and so far it's working. Just one look at how the boss design supports both melee and bow playstyles says it all. There's some actual thought and design going on here.
Ultimately, there's nothing wrong with a game choosing to have simple systems, especially not indie games made by single developers. If you can give that concession to the many simplistic yet highly rated VN games on this site, give it to the simple platformers too; there's no universal design philosophy for these things (Sinisistar 1 didn't require 50+ different skills or moves to be great), and we're starved enough in this genre as it is without people being needlessly critical.
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