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Hey - this is neat! I liked that the gun recoil affected the character and could be used for movement. I tend to jump into games without reading many instructions and so the on-screen prompt for the keys was nice and I picked up on it pretty quick.

A couple of pieces of feedback: it would be nice if the crests that the enemies drop had a bit more visual pop - hard to see red on a pink background so I didn't really notice them right away. Also getting a game over when falling meant that I played it really safe and just stayed on the bottom platform so I didn't end a run just by jumping - might be good to bring character back after a fall but with one tick of damage.

Nice work!

Hi! Thank you for the kind comment. I’m glad you liked those elements of my game.

It totally makes sense now that I think about it that the kill tokens needed to be animated or something else needed to be done to emphasize their importance since, as you’ve pointed out, they’re hard to even notice atm.

From your comment and those of a couple others, I understand that the dominant strategy that emerged as a result of the fall and die instantly rule is pretty boring and discourages movement. That is crucial feedback which I really could’ve used during development. Nevertheless , it taught me the importance of playtesting early and often. So, thank you very much both for your feedback and for playing my game 😊