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(+1)

Wow! thanks for the gigantic feedback :D

Overall, I think everything you say is spot on.

The thing that comes up most often is that the user interface is hard to read because you're so focused on the action. As I don't really want to overload what's going on in the combat arena, I was thinking that a few clearly identifiable sound signals could be a solution to give clear information: a signal when our life starts to get very low, signals when the boss only has X life points left, a signal when the hourglass is about to run out and the boss is going to become invulnerable again, etc. I'd like to be able to use these signals to give a clear idea of what's going on in the combat arena.

Honestly, I think fish is hard for everyone! Personally, I can handle the magic hat, but it's the face that's always a bit of a challenge for me! But yes, the game is difficult, and you don't know how much it pleases me when you say that it never feels like the game is to blame ❤

There you go! Thanks again for your comment and for your notes :D

And it touches me all the more because I particularly loved your game!

(2 edits)

nice! Yeah that makes sense. We had a similar issue with a game in the past that was heavy "focus on the player" and the way we tackled it was to have the HP bar appear and dissappear until your health was less than half. That said, I'm not sure if that would work with how quickly the player moves, so a sounds signal is a good call. Maybe you could leave behind a "heart list" with remaining and empty heart slots that fades out at the point of contact? Not sure. Sound definitely works, but isn't super accessible for people with hearing problems / if they wanted to play the game with low or without audio (late at night or whatever). Tough one to solve for sure! 

But anywho, amazing work! A super solid entry and I had so much fun with it!! :D

and best of luck! Would love to see more!!