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A submission that meets all of the requirements of a run-and-gun platformer, having a unique art style reminiscent of the Lovecraftian Horror style of Garfield that is very popular recently. Novel use of audio that contributes to user experience. I appreciate the permission received from the artist of both the cover and game over images.

You clearly noted your awareness of some of the bugs, but they are things that you probably needed to have addressed when implementing moving and jumping. Being unable to jump when walking into certain environmental objects requiring a restart on occasion is quite a significant issue. How much playtesting/bugtesting was done in the run-up to submission? When submitting any game project, you should give yourself a notable period of time solely to focus on playtesting. If you have a game that needs to be submitted in a week, it would be a good idea to allocate one day (~4-5 hours) to playing your game or getting others to play to find and fix any bugs. 

Overall, the game is mostly functional but could have definitely benefited from more attention to the polish of the game. Great attempt, nonetheless.

Thanks for your review and time Charlie, I'm glad we attributed correctly.

These definitely could have been picked up through testing, and in future I'll be sure to allocate time to test, is the duration of recommended testing roughly 10% of the time that would otherwise have been spent on the game, or is 4 - 5 hours roughly how much you would allocate to spend on any game?

To add to your comment I would also like to smooth out the character animations and add more animations to each of the sprites altogether. As well as a few changes to the enemy logic (shoot when they see you, bullets don't go through walls/floors etc.).

A comment I noticed which could also help the enjoyability of the game, especially a game that could be difficult would be the ability to restart faster/easier.

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I perhaps shouldn't have given a fixed time as it is largely dependent on how you have implemented mechanics etc.. 10% of project time seems relatively appropriate but this will vary wildly depending on the title. I stated a "day", as with 4 people all playing the game repeatedly for that period of time, most core issues/bugs could be found and addressed relatively quickly. A nice rule of thumb is the bigger the project, the bigger proportion of your time you should spend on playtesting.