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(+2)

I love the hand-drawn and painted aesthetic being meshed together with faded shadows and fog. I especially love the usage of shadows and rain to convey the sense of an impeding storm. One visual aspect that doesn't stick, though, is the lack of feedback from the character's actions. The elements that can be destroyed don't feel like they are until they disappear. This is especially worsened with the weak audio feedback of shooting the wand and destroying props.

The gameplay, however, doesn't hold much direction. I know I can use my wand to destroy slimes and trees, but what's next after that? The storm comes for the antagonist to come, but what do I do when he does? There are items that some entities drop, but what are those items for? Are they for upgrading my wand? If so, how does that work? This is definitely from not having enough time for teaching the mechanics, but these questions unfortunately came up often when playing. Despite the Godot console saying otherwise, I didn't experience many bugs when playing.

Thank you for the feedback! There are definitely a lot of things that had to be cut for time - I drew everything for this project myself and while I considered making rough animated feedback for hitting the objects, I was very tired haha (and implementation is a whole other story, but I cant talk because I'm not a coder). We also completely forgot to include a small tutorial screen providing context - and we will not forget next time that's for sure! It was our first time using Godotscript and everything was new to us and took way more time than we expected, so hopefully next game jam we will have a better idea of what can be done and be sure to refine it more :)