A fun take on the gamejam theme that improves the simple experience and had me play a few times and think of some strategy for a high score of 5625.
- My favorite part is when you accidentally pick up an extra bottle of fragrance and see the characters run off, a simple but impactful result of your actions thanks to the theme tied into it.
Appreciated the strong character silhouettes that made it easy to start picking up on which had the most tolerance.
I liked that, because of the requirement and balancing act of the fragrance, it gave more variety to your goal beyond simply chasing the time. Sometimes trying to get the time meant trying to dodge a variety of fragrance spawns otherwise it wouldn't even make net positive.
- I think it could be an even better experience with some stronger risk/reward factors at play. For example a groove meter that grew when you danced without moving. As currently you can still grow your score when moving, so it's easier to navigate to the fragrance bottles without as much risk towards the end. This would be even better if you reduced the starting time, while making the spawn time for the clock bonuses consistent and more frequent. Then the pace over the course of the game would fluctuate more, as you balanced your groove bonus and wanted to get the most out of it before moving-risking not reaching a clock in time, thinking if you could dodge too many fragrances on the way to it or it would be worth doing so just for the time bonus, etc.