This has been out for a bit and I've been playing. Play options-wise, you get a choice of Easy/Normal/Hard modes to start off with, with Hell difficulty unlocking after a clear. Independently of those, you can enable a fall helper, which I assume negates pitfalls or allows some kind of grace period, and you can fiddle with a damage scaler that ranges from as low as 10% damage taken to a massive 800% increase. Difficulties adjust the damage you take per hit, the health of at least bosses, the number and speed of projectiles, and the speed of boss patterns and attacks.
At a scale of an opening stage, four regular stages and a final stage, the game isn't running any of its scenarios to the ground through repetition because there simply isn't any time to, and that's a great feeling to have for something as hectic and hyperkinetic as this. As it is, ample diversity in layouts do get explored, with some stages emphasizing a more combat-focused gauntlet approach, and some intersperse via platforming either utilizing the fundamental dashing and wall-jump verbiage, or spice things up via rope and mesh wire-scurrying, or even a coaster ride. The final stage pulls out the most advanced maneuvers from the player in a way that's satisfying instead of a whimper on the way to the combat-oriented climax, so the conclusion feels very much like an earned culmination of all elements of play the game explores.
Bosses unfortunately stumble a little in execution, as their movesets are ultimately too limited for the length of time you're expected to interact with them and pile on the damage; an especially exacerbated issue the higher you turn up the difficulty, which turns the bouts into attritional marathons rather than explosive intermissions. The audio design is also at its worst during the encounters, as the voice clips from the related talent are played at obscenely frequent intervals, constantly overlapping itself in a spectacle of awkward cacophony (turning down the volume for voices is thankfully an option). It's not the sweatiest game imaginable, and I'd say only Hell might earn it that descriptor, but that challenge does at times threaten to manifest through jacked-up number values than more interesting design.
A great way to spend a few hours, I'm happy that the game turned out as it did and that the developers are able to continue working on it, with promises of an Extra mode with revamped stage layouts already having been made. The Frozen Theme Park is the prettiest stage of the lot, emblematic of that Saturn-core I made allusions to, whether the mind drifts to
Silhouette Mirage or
Cotton 2.