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(2 edits) (+1)
Semi-on-the-fly remarks:
  1. This may sound silly, but why Most instead of Must in the title? Is it some pun on higher-register language (as in ‘this is most unfortunate’)? (I am not a native English speaker.)
  2. Ah, the action starts right away! I think letting the player launch the movements of a level with some key would help.
  3. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
  4. Lots of voices! Nice effort. :)
  5. This is witty, a variation on Snake!
  6. Somewhat punishing to have to be constantly on the lookout for danger (ie collisions) when moving! This makes the game more oriented towards reflexes, which can be your target.
  7. Some pause feature would be nice!
  8. Nice camera’s following! Except for losing sight of which direction is which on the keyboard, as Pixel Raven said; maybe a compass or some other indicator could help.
  9. The domino effect when the servants collide with one another is too funny! XD This is great, a procedural effect. :)
  10. I like how you chose to have the walls being hedges; simple depiction with textured green blocks, but effective and coherent with the king context. :) The grass goes well with this, and the whole has a vegetation labyrinth feel.
  11. The king can pass a door right when it closes; I do not know if this is intended or not, but it allowed me to finish level 3 even though I had lost one servant.
  12. The echo at the end of ‘The king has fallen!’ is another nice touch.
  13. Tip: allow the player to skip a level or choose a level, for playtesting purposes. This prevents you from getting the player stuck!
  14. Level 4 is already so hard!! ._. I reached the final door, but apparently without enough servants, since it closed on my king’s face; maybe I should have ‘crossed’ paths to save some from the second door?
  15. Oh, you can turn right into a hedge… ._. This is a cause of easy nasty losses; depending on the difficulty you are aiming for, I would advise removing this possibility.
  16. By the way, nice music too! :) A little funny, yet sober. Since you have done everything yourself, this is worth noting!
  17. I cannot figure out level 4… ._. :( I wonder whether it is unbeatable, as I read that Delldone9831 has not managed to beat it either. Can you confirm that you can win level 4? I really wonder whether the level design may have just a bit too long of paths (or lacks servants) to win! ._.
    IMPORTANT QUESTION: how many levels does the game have? I hope I have not missed too many!

Takeaway: the concept is great (a puzzly variation on Snake) and connects well with the theme! A lot of details make this game feel personal and cute, somewhat between chess and, as goks1986 said, Warcraft III (or even Warcraft II. ;) And I have not played the first one, only seen screen captures I think, so I could not tell if there were voices there too).

My only complaint would be that making it real time and very punishing makes it rather hard to plan ahead; I think you would have to either make the levels easier or the difficulty curve less steep, or make it entirely ‘turn-based’ (ie the game waits for a command from the player to move everything by one tile). This last option would make you lose the ‘fast thinking’ aspect; maybe you could have a mix of turn-based levels and real-time levels! :)

PS: oh yes, a minor complaint: some more mechanical sounds (for switches, doors…) would have been a nice addition!

Thank you for the feedback. The game has only 4 levels. And yes you can get through the 4 level, but it is difficult. 

The keyboard controls is one the most people uses. For my part I can just change my keyboard layout to France layout when needed, so I don't see this as an big issue. This would maybe be different if it was not a jam game. 

Thanks for the answer! Could you release a video showing how you beat level 4, or point to such a video? I really went to the end without making mistakes, so I do not understand what went wrong.

The keyboard controls is one the most people uses.

I know, but it is extremely easy to program in a layout-independent way. It is really only a matter of looking for the keys’ scancodes instead of literal value!

For my part I can just change my keyboard layout to France layout when needed, so I don't see this as an big issue.

It may depend on the operating system, but this can require installing the corresponding layout. (For example, I also have Japanese, Russian, and Hebrew layouts, and I had to install them, which is a somewhat heavy operation — although manageable, granted.) Installing a whole keyboard and switching according to games is really not user-friendly at all compared with the (once again) super easy solution of layout-independent programming.

This would maybe be different if it was not a jam game.

I beg to differ, as the solution is, once again, super-duper easy. For example, in Love2D and SDL2 (to take examples I know, but this is most probably true for other APIs such as in Unreal Engine, which uses C++ just as SDL2 does), this merely amounts to switching to another function!

I think many people do not realize how easy this is, and how this enhances accessibility — especially in a game jam context where you have international participants. So, actually, this is even more important in a game jam to get more playtesters and correct feedback. ;) (As an example, I had a hard time with several games in several game jams because of this, which impacted how I played the games.)