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(+2)

This game has fun vibes but could use some polish. The platforming (to me) felt awkward and kind of like a generic template. The hacking system was extremely opaque and trying to parse the more complicated tutorial diagrams was comically (mildly) frustrating and so I didn't really see the "chain reactions" element, although I think I know what you were going for, maybe.  I know it's often theoretically more "elegant" to incorporate the tutorial part with the gameplay part, but I would have preferred some text boxes just flat-out telling me what I was supposed to do and what various parts of the level were.

It feels like your team had the concept and a bunch of ideas but didn't do much early-jam trimming. Believe me: I extremely sympathize, and I am more impressed by a game with ambition and promise than by a competent game doing nothing but what I've seen other games do before. I actually think a game with this premise, mixing platforming and "hacking" puzzle elements where you deal with enemies indirectly and then there's an auction house system for your loot, is really intriguing, and if you kept working on it, I'd be happy to come back and try it again. (Maybe if you're spotted by dragoons or a camera, it decreases your take from the auction because the goods are riskier to handle?)

One note is that there were a couple of ugly, scratchy audio things when first starting the game. I'm not sure what might be causing that, but wanted to mention that as something to look into.

The art and level design is fun, even with the placeholder elements, and major points for recruiting a composer instead of using stock tracks. The music ruled and really fit the vibe of the game and encouraged me to keep trying to work my way a little further into the tutorial level even with the rough edges of the platforming and tutorial diagrams. It's also very funny that you kinda leaned into things Dokibird is, let's say, not known for as a streamer (hacking knowledge, platforming, money management, being stealthy and sneaky without a gun in hand). I'm happy to see a game that takes the "thief" concept of Retro Doki and uses it for vibes and gameplay. It's an obvious choice (and, given the nature of a game jam, potentially a pragmatic one) to go "chain reaction, shooting, Bounty Hunter Doki" and I respect that you wanted to do something different.