Well, I finally got around to seeing what the fuss was all about, and it seems well-deserved as I really liked this game! In particular I found the game oozing with charm: every new screen (even the death screen) was a delight to witness as they all were so lively, animated, stylish and unique from one another: absolutely a feast for the eyes! Gameplay was fun as well, combat being reminiscent of punch-out with a nice mix of simple mashy fisticuffs alongside some subtle strategy of dodging, feints and comboing. I liked how there were a lot of interesting weapons to get, all with their own sound effects that they bring to the table. All that with a weird story, wacky characters and some groovy bosses make for quite the game!
However, it ain't all sunshine and rainbows. As much as I liked how simple and mashy the combat was, I found a large part of it very repetitive and too overly simple: I imagine it ups the ante as you get farther with more feinting enemies and such, but maybe it should do that faster to keep the pace up. And as much as I liked getting new weapons and seeing/hearing their new effects, they never really made me feel more powerful and I could never tell if they were making a difference: sure, the store SAID they were powerful with bigger numbers, but I never got any satisfying feedback from that in combat. I'd love if maybe the enemies would get more bloody or dented as you hit them as a sign for how low in health they're getting, or maybe damage numbers would appear or make bigger damage sparks/screen shakes/blood splats would happen with the more damage you're doing. Speaking of damage numbers popping up, the game puts a lot of emphasis on the combo meter, but does the combo meter do anything? It might've been in the tutorial but I might've killed the guy before I could read it maybe, and I don't know how to get back to the tutorial, but again, it didn't feel to make a difference. And while we're on damage feedback, I'd love if there was more ways to tell when you as a player are getting damaged, like a red screen flash, since whenever I died it felt like I didn't realize how it happened.
All that does make it a bit rough around the edges for me and miss the mark slightly, but I still had a pleasant time with this and look forward to making it farther up the tower: well done overall and I look forward to future works!