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I think there's a lot of potential here, particularly the sleep to restore vision and the entity that creeps up on you while you sleep. This build is pretty rough, though--I got stuck in a wall.

For a game like this, I think the crucial selling point is whether the combat feels good. If you get the combat physics to feel really smooth and polished and fun to use, that's what will hook people.

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Thanks for the feedback! We're definitely hoping to polish it up over the next week or so while working on the pitch, and maybe even beyond.

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Great to hear--I know just getting it running during the jam is an accomplishment in itself and there usually isn't time for tweaking stuff like how the colliders work.