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(+2)

Feedback time!

I found it difficult to spot coins before it was too late to grab them, I think it'd be easier if the camera looked ahead in the Y position.

Now this bit is pure personal preference: I don't like in-your-face pep talk (in the game over screen). I prefer more subtle story-telling that gives one focused message rather than a bunch of inspirational quotes being thrown at me. This is only a subjective opinion! But I feel frustrated by a slow pep talk screen that tells me how to feel instead of letting me restart and figure things out at my own pace, especially when I, personally, don't find the quotes to be motivating or inspiring. Adding to this frustration is the slow egg hatching animation that plays on every single death, followed by the slow walking pace, and then delay to actually control the character once they start falling. This is a game about restarting to learn from one's mistakes, and yet failing feels very punishing because of the slow wait every time, and grabbing coins doesn't feel rewarding. I only noticed on my second time winning that there was a set amount of coins to collect, perhaps the same UI that appears on the end screen could simply be a GUI during gameplay so collectors can know what to expect of the level instead of having to replay it to get all the coins?

The egg hatching animation is really well made too, so it's only a shame I feel frustrated seeing it by the slow respawn time. I think it could play in its entirety on the first try but either be shorter, faster, or skippable on the next attempts. I was left spamming buttons and not really knowing if that was doing anything to speed up the respawn because there was no feedback.

If the intent was to send a message about how to better approach failure, and about not giving up, this was unfortunately not achieved for me. Again though, what didn't work for me might for other players so if you want to look into this you should ask for more opinions!

Though I admit that this game has a very interesting meta narrative, since the intended message of the game matches your experience making it!

Back to Game Design: I find it odd to have the first coin be impossible to avoid. Firstly because if you always start with one coin you might as well start counting from one, so that first coin doesn't feel special, but also because coins are an already established video game mechanic that doesn't really need to be shown off or explained. If a player sees a coin, they know it's either a collectible, life, or money, and if the coin is huge and there are no other items, shops, or lives, they assume it to be a collectible. Also, players want to follow coins, so when the first coin showed me the way down, I assumed the goal of the game was to go down or land without dying– whereas the goal is to fly up! Now that last part might just be on me, but I didn't assume "learn to fly" to mean "learn to fly *up*"– it may very well be a skill issue on my part, but even then you should always design with stupid people in mind^^'

The art is pretty good! I especially like the main title. Though I find the blue of the sky (when the bird is hatching) to be a bit too bright and harsh on the eyes, I think it could be a bit less saturated. I've also got a little tech-art pet peeve; you got the parallax wrong, the farther away from the camera, the slower the layers are supposed to move (specifically talking about the darker trees). If you play the game while staring at the background, it feels a bit dizzying because the perspective doesn't match the eye's expectations. Also, be careful about your values on the itch.io thumbnail, the white of the title screen blends with the white of the clouds a bit, making it harder to read.

This game gets fun once you've played it a few times and understood how it works and where the goals are, so in that aspect it's not very beginner friendly. In my opinion, a game is most fun when the learning curve is smooth, and the player doesn't realise they're being taught anything when they're being explained the mechanics– tutorials through level design or game design rather than walls of text or input prompts, but this is very difficult to pull off, and requires a lot of game design practice and knowledge about other games, biases players might have, common visual language, etc... It doesn't come naturally, so I can't fault you for that! Although one very effective way to get better at it which I'll always recommend is external playtesting– asking someone who doesn't know anything about your game to playtest while recording or screensharing, and only giving them hints if they get stuck, so you can see in real time what's intuitive and what's not, as well as what players assume about your game and how they think.

By the way I won the game by spamming up– that doesn't feel intended, so if it's a glitch here you go!

(+1)

Thank you for taking your time to provide us with your experience. There is a lot of very valuable insight that we will make sure to apply in the future. It helps a lot to hear sincere words. Once again thank you for testing!