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I really like the game loop and aesthetic, but the onboarding  and learning curve feels reversed. For example,    having A for Deny and D for Approve. If it's kept constant in each round it doesn't become a challenge anymore.   However, if something like that is introduced in a later round after the player is acclimated, it can  multiply the  strain    to the player's    mental load . Round 1 was much harder for me  than Round 2 because I was overwhelmed trying to learn    all the mechanics at once, which I'm not sure is what you intended. A more forgiving learning curve may look like   early rounds focused on accepting items by type and items with gems, middle rounds focused on     "Not"    and "Except"    cases, and late rounds can swap A and D to add that final layer of spinning plates.

(+1)

Thanks for playing! You make some good points, I didn't really think about how having the keys being like that could be confusing. I was struggling with the difficulty curve and trying to not make it too hard but also not too easy.