Didn't play to completetion yet, but I very much agree with Narze's review, especially when it comes to comparing things such as level design to the original game hah. Other lil points I'd highlight are Pulseman's incredibly and kinda jarringly fast combo when hitting hitting the attack button, maybe some sorta finisher for a third hit could work? Aaand yeah, would be great if hitting forward twice to do the dash was possible (maybe through an option that's turned off by default), without removing the dedicated button ofcourse.
To comment something about the level design myself, yeah it's definitely faithful, buuuut becos of that it needs work. Maybe some gimmicks, such as electricity wires or something that Pulseman could attach onto and zip zoom from place to place, a bit like laser wisp? Taking use of the Voltecker move and giving it more use should work, it's definitely the best part in Pulseman, just being able to go crazy from wall to wall or place to place.
Anyway seeing a Pulseman fangame around is amazing to me, I once kiiinda worked on one too buuuut only did a single test stage lol, I'm looking forward to seeing more of this one!
To comment something about the level design myself, yeah it's definitely faithful, buuuut becos of that it needs work. Maybe some gimmicks, such as electricity wires or something that Pulseman could attach onto and zip zoom from place to place, a bit like laser wisp? Taking use of the Voltecker move and giving it more use should work, it's definitely the best part in Pulseman, just being able to go crazy from wall to wall or place to place.
Anyway seeing a Pulseman fangame around is amazing to me, I once kiiinda worked on one too buuuut only did a single test stage lol, I'm looking forward to seeing more of this one!
I admit I need practice with level design. I'd like to bring someone on board to help with it sometime, now that the project is public. I'll also take your other criticisms into account and probably apply some as I go, I do have a while to go with this!
As for the lives, I debated that, I'm not quite sure yet about removing them as I will probably end up implementing a system similar to Freedom Planet 2 where lives allow you to revive after being knocked down, and spark balls could be used as a currency to revive from a checkpoint after losing all your lives, provided you have enough of them.
The game will also have save files, so even if that doesn't happen, worry not, you won't have to restart the whole game if you lose!