Cool game, it gets really frantic but the rings and shields are visually distinct enough from the traffic to avoid situation where you get caught out by not know which lane you need to be in. Looking at the other comments I suspect the difficulty has come down in the update because I made it to almost 450k on my first go, my only criticism would be that it occasionally felt too generous as I think there were times where I pressed the button too late for the sprite to switch lanes in time but still didn't seem to get punished for it.
WayneMadeAGame
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I made it to 217 second but then it jumped from fairly difficult to completely insane. I like the simple control scheme but they can feel a bit clunky at times, especially since there's no full-screen option which leads to annoying behaviour when you drag the mouse outside of the window while trying to rotate things. The hitboxes on some of the smaller items make them feel like it takes more luck than skill to grab them when the belt really picks up speed. All that said, I still had a lot of fun and I could see this being great if you can smooth out some of the rough edges.
I like the idea but it's a bit too difficult for me, the controls felt sluggish enough that by the time I figured out where I needed to be I rarely had time to get there if I wasn't already lined up. Even just having the indicator at the bottom of the screen would help reduce the amount of looking up and down needed to check it and the gates.
The difficulty balance feels a bit off, the character moves a bit too fast to feel like you have fine control over it while there's a lot going on but then you frequently have periods where you don't really need to do anything because nothing is coming at you. It is fun to master but a minute might be a bit too long (especially with no visible timer to track your progress), it might be worth making the levels shorter but more action packed.
I bumbled my way through the first level without realising there was a tutorial at first, which meant I got stuck on the second level because I had no idea what I was supposed to be doing. Something as simple as putting 'click to continue...' on the bottom of the info boxes would help avoid players missing them. That aside, the puzzles are clever and the visuals are excellent, well done!
Great entry, only reloading while you're standing still makes for interesting strategy but on some of the later levels it felt like there just weren't enough opportunities to reload without getting hit, I also found the mask that reduced reload time but the difference was barely noticeable. That said, it's a really fun game and I love your approach to the upgrades/buffs.
I liked what I saw of it, the lack of air control makes for a fun challenge, but had to give up after the 3rd apple. Being frustrating because of difficult gameplay is fine but the slow walking speed to get back to the start feels like wasting the players time, which is a much less fun kind of frustration. It's also slightly unfortunate since I didn't get far enough to see how it fits the limitation (and I imagine a lot of other people will be in the same boat), so can't really judge that.
The presentation is immaculate and you've really nailed the feeling of rising unease through with the pacing and subtle shifts like the music dropping out. I was a bit too difficult for me to get through though, the tricky platforming is fun when you're free to take you're time but it could afford to be a bit more forgiving when you're on a clock. Also, some of the jumps off the vines felt just unreasonable when you can't stop to line them up so it just became a game of trial and error. Overall though it's a great entry!