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The music is an absolute banger. The game has a strong personnality, it's great.  I love game that try to sync the gameplay with the music. 

Gamemplay wise, the controls were fluid, but i think two things could have greatly improved the experience: 

1 : I got stuck for a while at level 2 because i did not undertand visually that the bouncing platform were platforms at all, i saw a little bulb and thought i had to wait for it to bloom, but it never did. Having another design that conveys more that it is interactible like other flowers could be useful.

2 : While i love that the flowers worked rythmically, the fact that they don't open or close evey other beat forces you to remember the whole sequence of blooming and leave no room for improvisation. I'm not sure if it's intended game design or not, but it gets a bit frustrating when the levels get more complicated. 

My suggestion would be to use the current asset for the closed boucing platform and use it a non interactible "currently blooming" visual that appears one beat before every flower blooms, that way the player can anticipate jumps and move more organically. 

Yeah I think you are right. We wanted to make the bulb in a way that jumping on it and making it bloom feels rewarding, but the effect do not work as intended.

Regarding game design, we had a hard time getting ideas, and by the time we got this one, we had already king of lost one day, so everything is made on panic mode, or at least without thinking too much on anything and making it right away. We are still learning !