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I think the most important points I mentioned were the ones you didn't have a reply to.

First, the need for a buffer between being grabbed and the grapple game actually beginning. Trying to run or jump away from something only for it to grab you and you immediately slam your icon into a hazard and instantly losing a grapple before you realize it even started feels really cheap.

Second, Ending a grapple (either by losing or winning (honestly it happens so fast it's hard to tell what's a win and what's a sort of neutral grapple)) and not having enough I-frames to escape multiple enemies is pretty rough. This problem is VASTLY magnified when trying to platform... I perfectly understand if you don't want it to be too easy, the difficulty adds to the eerie and terrifying tone. I'm merely pointing out that it could be a problem beyond just being hard.

I haven't played the update yet (and I might want to wait till after a few more updates, It depends on how I feel), but I have full confidence based on your responses to feedback that you are gonna keep at this and keep improving. I'm glad my feedback is useful, always a nice feeling knowing I've been heard and potentially helped smooth a promising game into a better direction with just a few words. Keep it up and remember to hydrate :)

(+3)

Excuse me. I thought I mentioned this. I'm already implementing i-frames for the grapple-minigame icon.

Also, just double-checked and it seems the "i-frame timer after ending a grapple" got reset to 1 second instead of 1.6. I don't know when and why. Now reverted to 1.6 secs (or 2 secs. I'll see.)

These changes should be in the next, next update.

Thanks for the catch!