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Thanks for your comment.

Regarding the portrait mode design: Initially, we planned to build the game as WebGL to allow for quick access on mobile devices. Unfortunately, due to issues with Wwise — the audio tool we used — which doesn't work well with WebGL, we had to temporarily switch to uploading it as a PC version instead.

As for the frustrating mechanics: We were inspired by "Getting Over It," "Jump King," and other so-called "anger games" to create this experience. It might sound strange, but making players feel angery or frustrated is actually part of the design goal. hahhaha

Nice! Then I'd call it a success hahah