I'd like to respectfully disagree on the fundamental criticisms here. Other than it being quite rude to criticize in this way, I think adding an element of randomness and reactive play to a niche genre that's traditionally based on slow/methodical environmental interaction is a very interesting layer and commendable in its own right-- dictating what is acceptable or "fun" in a genre is how genres stagnate. I also very much appreciated the visuals; the brilliant red, and the integration of the UI into the game's theme was a very nice touch!
I do agree with the others that the movement feels unwieldy, but I also think 90% of that confusion can be solved with better telegraphing. Having some kind of tell when the sniper is about to go off, or on the velocity that the player will be launched, would do wonders. Overall, I think the game has a lot of potential. Keep up the good work!
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You're right, my response does come off a little disrespectful, likely due to poor word choice and I deeply apologize to the developer for my response.
With that in mind I would like to reinforce my main point of contention which was the controls, I get what you're talking about atheniann but usually acts of randomness happen in the environment rather then the character as often it becomes difficult to find the right kind of randomness that doesn't become uncomfortable to play with if it affects character controls. If you made the character walk faster and crouch/uncrouch faster that could improve to overall ergonomics of the main mechanic.
Opinion: A good fodian game should make the player believe that it was their fault and their sole reason for losing was their own intuition.