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Thank you so much a very detailed and long comment!

I agree that the camera is a bit annoying sometimes, it's hard to implement a good camera movement for a fast-paced game like this, not even factor in the restricted resolution on top of that. Initially I went with the fixed camera approach at first, but then I thought it would be hard for the player to dodge the enemies' attacks so I scratched it and decided to have the camera followed the player instead. But it definitely needs some more adjustments to be smooth.

As you said that the game was scaled up from the original 64x64 resolution was kind of lose the point of the jam, but there's a rule mentions that scaling the game window beyond 64x64 is allowed, as long as the actual resolution of 64x64 is maintained. I think you might miss that one, since it's written in the FAQ section at bottom of the jam overview page.

But again, thank you for your feedback on this silly game of mine! I'll definitely take some of your advices into account for my next projects, good luck to your submission as well.

No problem! Just wanted to give some feedback.

I think my original comment sounds a bit confusing, re-reading it now, but what I meant with the higher window is the scaling itself of the pixel art, like, usually in a game engine there's 2 ways to render pixel art, the literal resolution (64x64 in this case) scaled many times, or scaling at a higher resolution, which doesn't have the chunky pixels, that's what I meant, like, when you rotate the arm of the character, it renders the sprite without losing any detail. 

Hoping to see how your next projects will progress, thank you for responding!

-Thomas