That's a lot of good feeback, and thanks for playing. I think I could add a mana fountain or something in the tutorial which would replenish all mana, so you wouldn't need to wait so long. I thought I gave enough crates, but I didn't expect players to fail the power, and hover jump multiple times. As for making it clearer how they work, I don't know how I would improve on that part without adding even more text, and explanations, which is already quite overwhelming as you already mentioned.
>I tried a couple runs but my sense of direction failed me. In one of them I found the goblin first, then I found the mirror but got lost and couldn't remember where the goblin was, losing by time.
Understandable. Losing by time is pretty much the only way the player can fail, which slows down the overall progression. Sometimes you find guests first, then the mirror, and you gotta backtrack to them. Remembering the layout is core of it, and I understand people with poor sense of direction can find it harder. I plan to add more equipment to make some of that easier. I am happy you did find a goblin though, some people seem to not understand/forget how to unlock them.
>The game might be too hard on that part but I think the game loop is good.
Of course the game gets easier the more you play, but I will also need to make some balancing changes after I introduce meta progression. I am happy you like the game loop.
>Compared to most other coom games I have seen where they have are very barebone gampIay, you are tackling getting a good game first and making sure it plays well which is amazing.
One of the best compliments I could get, because my plan is to make a coom game with proper gameplay, and coom content being there as a reward for playing well.
By the way, I just noticed how you edited your avatar, very clever.