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(+1)

Thank you so muh for the kind words! Glad you spotted the jetpack joyride influence!

The expanded fish is slower veritcally specifically, not horizontally so you get more time to avoid obstacles, it's a minor tweak(80%). I might adjust it to 70-75% to make it feel more impactful. I wanted the slower speed and reduced damage to balance the larger hitbox, which is a big handicap in a game focused on avoiding obstacles.

All your suggestions are spot on, and seeing how amazing your game is, I'm not surprised. But let me geek out for a second...
After seeing your replies to comments on your game, I have to say: you're either extremely humble, lacking in self confidence, or unaware of how good your game really is...

At first I wasn't impressed by it, but as I saw more mechanics, and more, AND MORE, and how they overlap with eachother I was blown away. When I figured out what the flag does and how it speeds up gameplay I nearly fell out of my chair by how genius that design choice is. This might sound exaggerated as a way to "repay" your kind words, but I genuinely mean it, your game is EXTREMELY good!

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I hadn't noticed the vertical speed decrease for the bigger fish, I actually expected it to move faster vertically instead since losing 0.5 HP instead of 1 is an OP advantage already (the bigger hitbox wasn’t too much of an issue for me), but that's your game, I hink your design choices obviously make more sense than mine.

Regarding the compliments, thanks again! But really, I spent the first day and a half just planning the game’s mechanics and UI with mockups, so once the system for creating cards and a few sprites (reused everywhere) were done, making the game wasn’t too time consuming. The game literally has only four different screens with only cards in them and a simple graph to break the repetition. I even had time to add some quick jazz tracks from an old FL Studio project in the end.

I think once a simple game like this is well-planned, you don’t have to grind too much on implementation (though I have to admit I did run into a few problems I completely overlooked during planning). Also, experience plays a big role in this as well, I’ve been working on my own Unity projects for about seven years, and I sure was not this efficient at start, but with time, developing games does get easier, especially when you’re dealing with simple visuals and don’t need to spend much time on sprites or animations.

Sorry for the long reply, I got carried away a bit... I’ll keep it shorter next time if needed. Thanks again for the kind words!