I'll be editing this post when I obtain the 'alternative costume' as a reward for a good time and as a reminder for myself, testing out the dodge attack jump bug again to make sure(it's real and works on jump dodge too, seems to be in the same manner as projectile stacking with X)
You epic memers really need to be run out, clearing this under 3 minutes was a huge mistake.
Please add configurable key bindings as the default ones are horrible for me. I don't get the inclusion of a stamina bar as it's specific to the dodge mechanic and it's nigh useless in this demo for actual use of dodging yet good as an option to run faster. The boss has various safe spots in his first second and third phase(you can keep him out of the screen in his third phase by shooting him out in a rhythm). So what really is the point of dodging then? You implemented a much better mechanic with a single button combination (jump + dodge - which strangely also has about the same amount of i-frames that your regular dodge has making me question more concerning your decision to include the regular, stamina-like version) that also uses the green resource bar. At least with that I can make informed decisions around my current situation - do I need damage or do I need to make a quick dash to evade this next move? - as an example. One could argue you can just move out of the way in place of using your regular dodge with how the boss is designed currently and honestly it just feels tacked on for the sake of it. If you're fast enough at pressing X, you can consistently glitch out (some of) the cube projectiles into a single stack and they'll most of the time dissipate out of thin air causing frustration and massive damage loss. Get lucky and you just earned double the damage of one projectile when you shot out at least 10.
I'm also not aware as to why you included some sort of turn delay in your demo, it's awkward and possibly screws with the player's movement. Being able to turn instantly should be a given in these kind of games. A better option to scale your screen that doesn't lock you out from alt-tabbing would be sweet. Using your default attack locks you in place for a very short amount of time, but thankfully you're able to cancel it into a jump and retain movement, meaning the correct usage of this attack is directly tied to how well the player's knowledge of the controls are and his own skill which I do very much enjoy so thanks for that. Overall player movement is very decent. Certain enemies seem to only pose a minor inconvenience which is rapidly resolved by a grounded dodge. I also think I ran into an issue where if I rapidly pressed shift twice, once to roll, twice for the kick attack, then jumped I managed be able to kill one of those full-black flying robotic enemies by simply touching them. Don't really understand why the player's sprite when not moving seems to have a wildly flailing about dress when everything else about the character is static(mainly hair).
Actually, I just found out you can crouch cancel attacks(just like jump canceling) for zero resource usage. I'm not sure how I feel about this. I like that you can cancel like this, but now it seems too strong although outright nerfing it or removing it seems wrong as it's a good interaction. Jump diving(single/double jump, down-forward C) seems too finicky, please alleviate the input leniency for that. Lastly, onion head spirit is cute. Best of luck on your continued improvement of the game, Oniondev.