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(+1)

Very nice! Good controls, liked the difficulty curve. I would prefer the game (or the protagonists future self) to mandate when you get the items from the future based on need since you can get the paradoxes going from the getgo, but I can see value in letting the player decide too. All in all, gj!

Thanks! Now, there seems to be design problems to solve in such kind of game, but I don't see clearly which one you are pointing at?

Is the problem that on the start you're not in a good position to decide? Can have items from the "future" but not the information, not the "spoilers" about what you'll actually need. That seems to be solvable by making a tutorial about how "paradox" works and leaving more hints?

Really don't wanna take away the freedom to decide, making the progression more linear and creating a chasm between "I decide" and "the protagonist decides". On the other hand, cluelessly picking random items is a bad thing and doesn't feel like "making decisions" either. And the possibility of having them all at the very beginning negates any notion of "non-linear progression".

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The problem I see is that the player will experiment (this is good) and will receive an unexpectedly harder challenge on his first playthrough (this is bad).

Maybe the items wear off after a certain amount of time, or can be toggled off. Or the ability to send them is unlocked during the playthrough instead of all at the start. In this case, the player would still have to opt-in to use them and increase their challenge.