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(+1)

Looks like it was a good thing I chose to run this on the macOS side of my computer! Like other reviewers, I recognized the N64 aesthetic and was confused about how to complete my tasks.

After reviewing your video guide, I believe the weakness largely stems from one thing: you need to tell the player how to play the game better. Yes, you do provide the controls both on the itch page and at the beginning of the game and even have a floating reminder diagram throughout the game, but there needs to be more, and better.

One of my biggest epiphanies as a game developer was realizing that in addition to testing my players' skills, I also have to teach them how to play my game. It doesn't matter if it's a familiar genre or style of game; I still need to include a tutorial or guide or SOMETHING that slowly shows the player how the game is played. I know that those overbearing tutorials that basically walk you up to a target and flash a big "press this button now!" sign in your face are not well-regarded by players, but the reason they exist and keep appearing in games is because they are highly effective at showing the player what they need to do in no uncertain terms. Now I'm not advocating pulling a Final Fantasy 13 and make a game where half of the playtime is in a tutorial setting, but I do think this game would benefit from a few instances of tutorials that show the player how the controls work and how tasks should be completed. If there was an initial tutorial (optional or mandatory, your call) where the game guides the player to collect one item, it would help immensely with players understanding how the game is supposed to work.

This philosophy of teaching the player also extends to helping the player find all of the required items and where those items are placed. Right now the player has to guess where to go and traverse a distance that is long and boring even when flying directly to the destination (as displayed in your video walkthrough). Game worlds don't need to be massive to be fun, and keeping things small makes it easier to polish the world and keep it interesting. If the game world was shrunk by about 50% and the player was given some sort of indicator about where the various collectables are located (be it a map, a radar, a minimap, a waypoint, etc.) the game would be snappier and more enjoyable.

There are some other user interface-related issues that, if remedied, would improve the experience significantly. Dialog text that can be controlled by the player, as well as displaying the text in an easier-to-read format is one improvement. Another is to display the contextual button presses more clearly. I did appreciate that there are "press this button to interact" popups, but I missed them initially because they are so small and blend into the background. Also a sound to indicate that a collectable was picked up would help to make it clear what happened, along with an indicator about how many collectables had been found and still need to be collected.

In summary, this is a good start to a game, but it needs to do a better job of telling the player what needs to be done and what is going on (plus a bit of polish). Good luck on your future endeavors!

(+1)

thank you, I am working on polishing this game up and including more features right now, the tutorial thing is something I have not thought of though, I mean I get the idea of slowly teaching the player how to play as they are playing and was thinking of simply locking up a lot of the gameplay mechanics and teaching the player them when they get unlocked like Banjo Tooie did,

But, I have actually experimented with  a "action button" system in a vary early prototype that behaves similar to the one found in the first 3d zelda games where when the situation comes up the button would have a simple word of what the key would do in that situation, but you are right I completely missed the mark on the user experience, and start focus on it in the near future, I thank you for bringing it to my attention.