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Never played the monkey ball games so I won't be able to make any comparisons or notice any shared quirks.

There's a noise that plays when the player seems to take a few steps? It's pretty annoying honestly and should be reserved to maybe only when you bump into things.

The fixed 90 degree camera turns took some getting used to. I don't think it's all that bad as long as the level design relies on sharp 90 degree turns for its geometry. Going up the spiral staircase in the tutorial level was pretty painful with it though.

The game is pretty hard and I think it has more to do with dealing with the enemies than the level design. I actually think this game would benefit a lot more from having next to no enemies. The precision platforming is already really difficult on its own and interactions with the enemies feel a lot less deterministic than they should be (I swear the direction and strength they bump you away feels random).

Enemies can die when they're knocked only a tiny bit off the ledge but this only seems to happen if you're able to bump them at a high enough velocity. It feels odd.

The push back mechanic isn't very well explained. I ran into the issue where I died on the tutorial stage and was never able to use it again. Maybe have a ui element that shows you when you can use it? I also don't think it feels as useful as it should be. The few times I was able to use it the enemies were barely pushed away.

The music and aesthetic you have so far have high GMI energy. I find it really amusing you went from the more basic NOVABREAKER to this. Once a few kinks are sorted it out I could see this being a game I'd purchase. Keep it up.

The noise you mention is indeed supposed to be the walk sound. It could definitely be adjusted. 

I can understand the concerns with the camera. To be honest, someone else designed level 00 and I don't think he had the camera in mind when he was making it. I did the best I could to make adjustments to it. The other levels were all designed by me though. 

Enemy interaction is something a lot of people have been having issues understanding. I think half the reason is because the tutorial doesn't do a good enough job of explaining certain things to players, so I will definitely be overhauling the tutorial. 

As for enemy bumping, I'm not sure how you handled it but you aren't meant to approach them aggressively if you do not have blast attack ready. It's ideal to dodge them first, they will glide past you and if near an edge you will have a window of opportunity to bump them of right before they try to turn and chase after you again.

The bump strength is supposed to be the same throughout all levels although I think the angle you bump each other at affects the trajectory. In level 02 particularly, I feel as if in that first section with the four capsule-bots they knock you further than usual and I can't figure out why this occurs.

I agree that the blast attack mechanic is not explained well, this is because the tutorial lines were written before the mechanic was finalized and should have been updated. I disagree with the blast attack not being useful. It bumps off enemies pretty effectively. I think this could be the timing of your activation. The range of the blast attack is actually pretty far, its hitbox is slightly larger than the visual effect. Try to make sure you have some space between you and the capsule-bot upon activation to make the most of the range.

Thanks for the compliments on the music and aesthetics. I'm also always glad to see a NOVABREAKER mention! :D Saying you can see this being a game you purchase is a big compliment. Right now, this isn't planned to be a commercial product. We'll see though. Thanks for playing and writing a review!