A really charming entry! The cutscenes and characters were a huge plus for me, and I loved the writing. The gameplay was also interesting. I appreciated how nearly every level introduced some new mechanic or put a spin on an existing one- and there are a *lot* of levels. Maybe too many. Actually, almost certainly too many. That's my main criticism of the game actually- most of the levels feel like the first thing that came to mind- understandable in a game jam, but man, some of them are *really* tedious. The timed maze level where you find out you were supposed to grab the 1 in the maze, not the 3 dummy! Why would you get the 3! The level where you... very... slowly... go... through... spike... ball... hallway. Four times. And the level that finally made me quit, where you have to wait for sets of lasers as you slowly crawl up a long hallway- then back down again, which my frayed patience simply couldn't get through. I'll probably come back to the game when I'm feeling more up to it, but these a lot of these levels felt this way, which was sad, because a lot of the mechanics were super interesting- putting numbers in countdown timers, disjointed solution panels, and panels that modify your character's stats (like the level where you change your speed) were all super interesting concepts, and honestly I'd love to see it explored more. I feel like there's a ton you could do with the idea.
Viewing post in Negative Reinforcement jam comments
Thanks for the detailed feedback - really appreciate it!
I think I'd probably be the first to admit that I'm probably a terrible judge of what is fun versus tedious in this kind of game - I'm coming to the realisation that maybe level design is not my strongsuit and that I should probably be more aggressively getting friends to playtest some of this stuff before release.