Re: Damsel quest (working title)
What had to be said about the game, B-Light's already mentioned it. Game is quite good, only it's a bit hard on the gamers that stumble upon it, since it hardly does teach the mechanics of the game to them, and that really is something of a problem.
But I'll be repeating stuff if I continue with this, I'll talk, however, about the next section of the game. Which plays almost as a traditional shooter.
That's right, a shooter, with a couple of mechanics messed up, or changed, which for the most part, I'd say is a good thing, giving the game flavor to it. It does fall in the same problem that, there's nothing explained about how it's played, leaving the player to drop into the abyss below before he can comprehend he's supposed to do something to stay afloat.
Then comes the enemies, which comes only in 3 flavors. Bullet spamming mooks, instakilling mooks that spawn every so often, and the boss. Not a whole lot of variety out there, but I have to say, they work, for how short and challenging the section is.
There's, however, a couple of issues with this section as well, as said before, there's no explanation as to the controls of the section. I assume the explanation for the change in gameplay style is going to be explained through some kind of cutscenes or something, because otherwise, it's just a jarring transition.
Other thing is, one of the ways you lose the section, let's explain it first, the objective is to avoid falling, that's clearly the objective since the attacks of both kind of mooks are geared to send the character down, so you at least know you are losing if you go down, however, you can also die from going too far up, with no warning that you can. That's in my opinion, more than a bit annoying.
More on the problems, there is hardly any feedback on it right now. You don't know if your attacks are damaging until the mook goes puff, as the bullets go right past them, there's no indication that they are going to attack either, but that's a much more minor problem that many can overcome just by observing the intervals between shots enough. The insta-death enemies have no cue either, leaving you to face randomly spawning instagibbing flying bricks, it's not too bad either, unless you are on the edge of the screen they spawn from, but why would you do that?
The boss battle is itself fairly easy, adding to that the lack of any instagibbing attack and simple patterns that can be avoided without problem, the boss is a cake walk compared to the onslaught of before. It's challenging, of course, but after the track course from hell that you need to clear before reaching it, it feels much more easier by comparison.
CGs, the main reason many are playing this game to begin with

I can't say nothing bad of the CGs, there's variety as well as a bit of creativity behind a number of the CGs, all of them fitting, colorful, and above all, a treat for the eyes. Makes for a pleasant sight.
The game in its entirety is quite fun, it's only short coming is that it expects the players to know of how it works from the very beginning barring a number of shoddy attempts.