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I completely love the game and I adore the concept. The visual experience of the game is on par with any major hyper-casual. The audio does go well with the gameplay but i feel like there could be variation within it to change it up and keep the players audibly interested. The core game loop was simple and straightforward - took me a second to grasp but once I did I realized how obvious it is. The only slightly downside to my gameplay experience is my confusion behind the scoring. Clearly there were a variety of food stalls [fries, fruits, burgers] but I don't know if there's a priority as to what I should aim for nor I do get why I wasn't getting three stars even if I went through an entire level without missing a food stand. Other than that I genuinely feel like this is a great game! Good job everyone! 

P.S: The soundbites were amazing! Loved them!

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Thank you so much! I really liked your feedback and I am so glad to see such a good analysis. There should have been some variety with the stall audio and the stall priority should have been made clear (which btw, is fruit > burger > fries).

As for the score and hearts/star thingy (which I also agree btw but felt like explaining a bit), I tried to add depth to the game by adding the concept of combos: basically, grabbing up the same type of stall multiple times consecutively. You will notice the multiplier popping up on the screen for that and as you do it, the food that you receive multiplies which is also why if you get double the amount of food required to win a level, you will get three hearts. Now, here's the caveat to it: it's all random and procedurally generated whenever you play the game, without accounting for this mechanic (combos) as well as the food amount to win.

With that said, I should have somehow given a clue to this mechanic and also, implement it into the procedural generation but I was afraid that I would end up making it even more complicated so I ended up with just what it is.

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Ahhhhh. That make sense, because I do now realize I think I saw a combo meter a couple times during the game and I do agree it adds complexity and nuance to the game but it does need to be finetuned a little [which game doesn't?]. I actually had a thought that maybe this game could actually benefit from a "tutorial level" where the game [through text and visuals and player interaction] guides player on how to play it. Like the game tells the player to go left or right, points out which stall is what, has the player go through the same stall-type twice to indicate the combo meter etc. Essentially a level in which the game holds the player's hands and walks them through it. 

But anyways, no need to thank me xD I love analyzing games, learning about games, observing what's right and what's wrong. It's a lot of fun xD Hopefully it'll help me get better at making them too.

And well glad to see you can voice act in your games too xD 

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Yeah, a tutorial level would have been great. Actually, I kinda tried to make a very limited 'hideous' tutorial (tutorial that's not apparent but still helps the player in figuring out the game) because I don't like the idea of having an obvious tutorial (not sure if that makes sense). That was very limited in nature tho. Basically, in the start screen, you must swipe to toggle music or sound or play the game (3 directional swipes; I did add a brief animation for that tho) rather than tapping the buttons. The game that happens after it uses the exact same controls as well along with the same white colored indicators.

What you are doing is awesome, you know. It helps us and you too! IMO, it is a sure way to understand and get better at making games. :D

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Almost all sounds are from me and my mouth, *ahem* 😂So, thanks!