So In the end, I've put the "alpha" on Gamejolt to get some feedback - didn't find any, though - but THEN I got my brother, who is a dedicated gamer, who did it. (for some reason it's been like impossible to get some feedbacks from the internet .. maybe the GFX are too weird, maybe it's too heavy to load, maybe a combination of that, anyway I figured out many flaws to work on)
It appears that I've made many content, but since the tutorial / game design / gameplay aren't fine, players use to see 5% of content (before being blocked)
Besides that, the GFX are really strange and collages may look "it's not serious it's just garbage" but it's not the point, so it would require some really fine polishing to make it a bit more accessible. But since my brother now work with me, we'll upgrade the GFX in general.
Anyway, most important we noticed what could be wrong with the gameplay :
- Path aren't clear. People may not understand where to go after the 1st boss ... Levels are too open, I should close some ways, put some directions ...
- Gameplay is too slow. The "sword slash" / "dash" attacks should be quick and reactive. My strange angle thing with the sword is confusing, it should work in another way. The Flying rotation with mouse wheel : nobody understands that at first. Maybe I should change that.
But he thinks there's good potential, and that the atmosphere is great.
So it seems that I've built an alpha from a "wrong" prototype, then I have to work again on prototype, then adapt the content to it.
But I'm not afraid, this is also a learning project, so I will do. Let's meet again in 1 year ...
What I've learned
Don't put content in your game since your prototype isn't good, not just for you (unless your judgment is really accurate but is it only possible to be objective ?), but for third-party testers