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(+1)

The voice acting, story, and art were all well thought out. I like how tongue-in-cheek the references are. Movement- I might think about standard key bindings (WASD) unless how we're moving is essential to the storyline. It would be more intuitive for the user to get around. I'd also think about in game directions. I enjoyed how you had the enemies staged and how we could tell which boss was coming and from where. That made sense as soon as I figured it out. In the end, I did what everyone else seems to have done and let the enemies win, as it seemed like I wasn't progressing otherwise. For the sake of time/win condition, maybe add a timer that once it runs out we win by default if we stop them from taking too much of the crystal. That could wrap it up to make it feel more final. I understand though, the time crunch is hard and part of the fun :) I do think there's something worth continuing here though. Keep going when you can.

(+1)

thanks for the feedback! the character that momentarily comes out of the house on the menu screen hints to a whole dynamic that i didn't manage to implement. i wanted to have fragiles as some sort of creatures that help you in defeating the enemies, which would've become more and more invasive with time.

if time had allowed it!

thanks a lot for your feedback! there were definitely plans to increase difficulty (increasing enemies spawning rate), and gameplay elements being added to help you fight them off. but all that remained in my head, sadly.

thanks for your kind words! :)