Oh man, this is some of the best feedback I've gotten! Thank you so much for the informative write up! Here are my thoughts:
The gif is kinda funny but ultimately it's really useful information and it's a little disruptive to have it spin out of control while you're trying to read it.
I agree that it is rather disruptive, but in all truth, this is actually an idea I came up with a really long time ago for this campaign and I got really attached to it, so it would be too difficult for me to just part ways with it. Again, I do agree that in its current state, it is a little much though, so how about we settle on a compromise and I instead hugely increase the delay between the gif freaking out (right now it's only 10 seconds, but I think I can up it to 60 and still be happy)!
The first thing that stood out to me was that you've got a few grammatical mistakes in the cutscene. It's mostly small stuff, but one of the very first lines has "your" and "you're" mixed up.
You know, I could have sworn I saw that ages ago but I guess I never actually corrected it!
There are indeed a whole bunch of things that need to be changed in the cutscene actually. In fact, there's a few lines that are totally different now and there's even one pose for Avadra I need to switch up in one spot, but yes, the cutscene indeed has a lot of work that needs to be done with it!
I am quite flattered to know that you do think the cutscene is worth seeing because I actually disagree! Perhaps it's just the "I HATE MY OLD ART" trait slowly seeping into me (which I am honestly trying my darnedest to avoid), but I'm honestly so bothered by the fact that Riff's face looks different in literally every single frame haha.
Perhaps I shouldn't be so bashful about it though! Again, this might be another place for a compromise! Perhaps I could cut down on the disclaimer so that it isn't so long and perhaps add a fast forward button to the cutscene in case anyone wants to get to the point.
Once I got into the game itself, I was sort of overwhelmed. Again, I know this stuff isn't final, but since you're showcasing the demo at the top of the kickstarter page it might be worth tightening up the experience a bit.
This overwhelming aspect of the game is starting to become a recurring theme in the feedback I'm getting so I'm indeed starting to think that I should look into this. But first, I'll cover each of your notes individually.
Firstly, it would be great to have some in-game prompts for button presses, at least for the first few actions. It was weird having to go into the menu to even figure out how to kick off the first explosion.
There actually is an in game prompt for the first explosion. It slowly fades in after time has stopped, but I suppose I'm trying a little too hard to be artsy with it so perhaps I can make it fade in earlier and faster, or have something to only show it the first time you get to that cutscene.
As for the next few prompts, this is actually really difficult to figure out how to do this eloquently. The best I can do is, after the first explosion, just have a little sign display somewhere on the screen that basically shouts the controls at the player, but beyond that, things might get tricky. I can't really do stuff like "PRESS Z NOW" because the slowest rhythm is literally under every 0.5 seconds, which might get even more overwhelming than before and slowing down time like with the explosion would just make things even weirder.
Thinking about it though, at least having a little sign might be a good idea.
After that, the game was way too hard for me to get a good feel for it. I'm sure it's not that bad once you get into the swing of things, but as someone who's never played before I died ridiculously fast and felt too overwhelmed by enemies to even get the timing down. I'd really consider starting the demo off with only one or two enemies, and maybe increasing the player's max health so you don't die in (2?) hits. Definitely feel free to ramp up the baddies after a bit, but I think it would help a ton if it started off a little more forgiving to give the player time to pick up the rhythm. It feels like there's a really solid experience there (digging the music), I just couldn't quite get to it.
From the people I've tested the game with, it seems like I've definitely fallen victim to "the dev is way too good at their game" syndrome as these are comments that I've definitely gotten from a few other people as well. I think it's time that I finally bite the bullet and make the needed adjustments! Fortunately, a lot of what you've suggested is pretty easy to adjust actually. I've already been spending the morning on some adjustments that I wanted to make so it shouldn't be hard for me to mess around with the ideas you suggested!
I'm not a fan of Riff's voice in the trailer (I'm assuming it's from the actor you've paid and are planning on using). I think Avadra's voice is solid and her monologue is a really nice little closer to the trailer, but Riff's opening lines don't give off a great first impression.
I can understand where you're coming from but I just want to formally say that any shortcomings in the voice acting can very definitely be attributed to my inexperience as a director. While I thought the clips I got sounded great while I was in the studio, upon editing them into the trailer, I realized what I actually needed was far more than what I thought I needed.
The voice acting session has indeed concluded and everyone's been paid, so it would be tough for me to alter it now, but based on my experiences, as much fun as it was, I'm starting to wonder if I should look into changing my plans for having voice acting in the game in relation to my inexperience as a director. Despite my inexperience, though, I suppose the only way to get that experience would be to follow through with the voice acting as intended!
Anyway, thank you so much for the informative review. It's been extremely helpful and I look forward to seeing how your suggestions impact the game!