We actually thought about a Beyblade game when brainstorming, so it was nice to see something make a spinning top battle!
I really liked the shield + dash mechanic where you have to time contact point right. The tutorial doesn’t say it but combining dash and shield makes for really good attacks with no damage. From here, the key is to minimize the time spent on shield (may be difficult with bullets incoming and the slower basic motion). Fortunately shield regenerates slowly (I think it wasn’t written in tutorial, it seemed impossible to me to win at first when I saw my shield reaching 0), so it really becomes resource management (although once you get the hang of it you can just spam dash and insta-shield - many it becomes a bit too spammy and not caring about opponent’s moves?)
My main issue was the right-click to Dash button not reacting half of the time. After my last dash+shield I had to right-click once to “reset” the dash state and then once more to properly dash. Unless it’s not an input issue but some cooldown in design? In this case it should definitely be indicated on screen somewhere (e.g. a cooldown gauge and spark when next dash is ready as in Zelda: Twilight Princess for Cyclone attack, etc.)
The duel was funny too, although it felt like I could still move around instead of being at a fixed position and focus on releasing the trigger. On release I saw some message “-15hrs” which I suppose gives the time difference between me and the gunner shooting, and maybe time format was wrong so it showed hours instead of milliseconds?
Music: could be more dynamic, rocky or something. Also BGM volume is quite low while SFX volume is high so you cannot increase PC volume that much or the high-pitch SFX will be too strong.
Performance: I’d really like a standalone build as web runs quite slow on my laptop (I could switch to my desktop but it felt overkill for a simple 2D game like this)