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(+1)

First of all, kudos for learning a whole new tool the day before a jam! Your game is super cute and has a great idea at the core of it: throwing a wildcard into the mix and seeing how that changes your predicament. I loved the different elements that it affected, and could see loads more if you ever decided to expand the game.

My main criticism is something that would be hard to change with the current mechanic: it's that I could just spam random until I got the solution I wanted. There doesn't seem to be a cost to just pressing S. But I also appreciate that having a cost might end up leaving you in a difficult situation where the game is impossible. It's definitely a game design nightmare.

However, your game was fun and inventive, and I'm very impressed. Great work!

(+1)

Chris,

Whoa, thank you so much for trying my game! 

Your criticism is more than fair. I initially thought it might be a good idea to cap the wildcard ability. Since the randomization is really random (it's not something I hardcoded in), I myself got stuck by hitting the cap and making the situation worse while playtesting it a couple of times. The balance between incentives and challenges is pretty sensitive so my biggest fault in that was that I didn't have enough time to polish it out.

Rush-learning the engine was actually fun. Every time I got stuck as mentioned above, it was the moment I learned some new tricks. I also figured the thought process behind Godot matches more naturally with my thought process. There is still a lot to learn but overall, I'm pretty happy about the switch I made.

Anyway, once again, thank you so much. It means a lot to me that you play my game. I really appreciate it :)