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(+2)

Well, i wanted to play this for a little while now, but some chores held me back... Anyway heres my feedback (It's a lot of feedback):

  • Cute art, especially the gameboy
  • Loved the music. I ESPECIALLY Loved that the music is modular (I see what you did there... 😉)
  • The menu that uses the game mechanic is an awersome idea, but be sure the mechanic is clear at first glance to the player, or otherwise the player WILL feel lost. This brings me...
  • The main mechanic isn't much clear at first glance to the player, and...
  • Well, the instruction paper is hidden and barely visible (fortunally you can just click on the screen and it will appear, but still...)
  • There isn't really a nedd for instruction (apart for of course explaining the kays mechanic): the game speaks pretty much for itself
  • The game is an hella of lot fun!!! Juggling to the keys is very fun!!! But...
  • This is not my case, but for some player, especially more causals players, 3 buttons aren't always enough, i know well enough that this will, in fact, break the intended way to play, so maybe i suggest to add the possibility to add more keys through some sort of assist mode, or even some diificulty settings (this would also open the possibility to 1 key only game, and i think that would be brutally fun 😈)
  • Losing a key needs some feedback, maybe some blinking or a sfx (i'm fairly convinced that there is, and i've probably miss it...)
  • The order in witch you lose the keys, if there is any, is not clear enough: in a game where planning is the bread of a PB&J, that's not good... (in my opinion, at least...)
  • Moving the ship press-by-press feels strange... I know this is more retro feeling, but still...
  • The "start" button brings me back to the start screen, stopping the game... so, that means...
  • No pause menu: i guess that i'm not allowed to go drink a cup of lemonade, then... (But seriously, come on!!! Even the original Super Mario Bros had the possibility to pause the game)
  • No push to collect the collectables, aside for a better scoring... that's good if the intended experience is a more arcady/quick run one, but otherwise...
  • No power ups: i would have gladly liked a power up or something similar... Maybe even extra keys... This would also resolve another problem...
  • Not engaging with the enemy is always better than fighting and riskingto lose a key
  • Also some different enemy type would be much bettere than just increasing the enemy on screens (This whould also feet thematcly, considering that older console they could only show a finite number of objects on screen)

I saved the best (and the worst) for last, starting with the worst:

  • Fitting a key in a slot sometimes requires multiple attempst in order to fit the keys, and a removed (but not destroyed) key sometimes can still be used
  • 5 STAR!!! Yeah, i enjoyed the game that much!!! Good Job!!! 👍
(+1)

Great feedback! Aside from stuff that we couldn't do due to time restraints (or, more exactly, stuff we didn't think we'd have time to fully implement), here's my comments on your bullet points:
-There's a sound effect when you lose a key, though that might've not been loud enough... The sound effect system had to be rushed together, so we didn't have much time to check if everything was at a nice volume :(
-The order at which the keys disappear is random. In hindsight, this was probably a bad idea...
-One of our dev team members actually made a similar complaint to the movement system. While I do agree that it feels strange, I'll take the blame for this one - I did it this way because it was easier to program and gave the game a more retro feeling. 
-We didn't add a "more keys" powerup for two reasons: 1. It could've stretched the game for too long - We wanted hits to be permanent, and the game to be short. 2. It could've been buggy to implement, given the time restraint. 
-You're completely right with your "not engaging with the enemy" comment. This actually ties well with the "new enemy types" bullet point, too - my idea was to have the threat of increasingly more dangerous waves pushing the player towards getting as many stars as possible before getting swarmed. It would've been nice to have more varied types of ships instead of just the same enemy x100, but again, we didn't think we'd have time to implement it. In hindsight, I could've probably made at least one more type of enemy, but I didn't want to risk working on something that wouldn't pan out in the end.
-Finally, the buggy buttons: I'm really sorry. I spent a good amount of time trying to fix them, but the problem seemed to be tied with Godot's collision exit detector. After pouring a lot of time into it, I eventually gave up.
We're still discussing on whether we'll keep working on this game. If we do, I'll be sure to take your feedback in consideration! Again, thank you so much!