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(+1)

I absolutely loved playing this game, it's ridiculously well put together! It's haunting and tense in all the right ways, and the risk elements are super well thought out. Some notes:

- The concept is flawless. Space is terrifying, especially the idea of only being connected to safety by a flimsy tether, and this idea only amplifies that fear.

- I ADORE the atmosphere of the title screen already, and that haunting title screen theme especially. The color scheme is perfect, not pure black and white but just SLIGHTLY tinted blue was a genius move. That said, the thumbnail is so clean that I'm genuinely sad it's not used in-game.

- Really, the atmosphere of this game is just flawless in general. The music is haunting and keeps you on edge, the darkness is overpowering, the character being so small makes everything more overwhelming. Genuinely professional grade stuff.

- The gameplay loop is also simple but effective, needing to march forward to get scrap, never knowing whether you'll be able to make it back or if a few bad rolls will screw you over, with everything being a literal roll of the dice - it's so good.

- That said, I do feel like the game is currently missing one big thing: stakes. Maybe I was just getting lucky, but it never felt like there were stakes on the "macro" level - sure, I could die at any time, but that only costs you a bit of scrap, and you have infinite tries to regain that scrap as far as I can tell. There doesn't seem to be a lose condition, and that made the prospect of a failed run much less scary, and the idea of evading risk (like, say, putting down that last die with no bullets in the chamber) much more palatable. Perhaps wracking up enough of a "scrap debt" or failing to reach a quota could completely end your run, so you can be forced to play even riskier out of desperate measures? I like that dying doesn't end your run, though, because I think that would just make people play safer. (If this is already a thing and I just never noticed, forgive me!)

- The upgrade system is really nice and well-paced, and does does provide some incentive to build up scrap, but again, I don't think it provides quite enough incentive to go for big plays on its own since you have unlimited tries.

- The tutorial was pretty good, but because of how simple everything is visually, I still got a bit confused - adding arrows to the text boxes or specifically highlighting which die/mechanic is being talked about would be nice. Also, corporate's lending box was something I missed for my first few runs.

- I'm a bit split on the tile dice, since on the one hand, like I said, the dread of having to roll and then being forced to place down the die to live with your roll is fun, but then on the other hand, I think it kind of kills some of the tension that slowly moving could give - since you HAVE to play and immediately move onto a die you place down, it functions exactly the same as if you only found out after moving, except you replace all of the tension of the movement with the feeling of "ugh, now I have to deal with this" - which can be really cool in its own right, it gives you a sort of sinking feeling that you're screwing YOURSELF over by placing that die even if you're being forced to ("you made this mess, now sit in it"), but it can also just sort of spoil the tension ahead of time, and the way things are set up gives a false sense of being able to do more about a bad roll than you actually can. This could be solved by either placing down a die and THEN having it roll, or by perhaps being able to do something to a die with a bad roll, like placing it on a non-adjacent open tile at some cost. That said, I still do think you'd be losing something in the process, so your call.

- Being able to see the sides of each die is nice, but in my experience at least, they're all the same - having the sides of each die be a bit different might make the risk assessment element of the game a bit more engaging. (I notice colored dice in the screenshots - I'm not quite sure what those do since I haven't encountered any, but if they fulfill this function, then ignore me.)

- I really like the revolver spin animation and effects.

- The results screen is super well-done and keeps the empty feeling going super well, and kind of funny in a dry, dark humor sort of way - I like it a lot.

Overall, I absolutely ADORE the core gameplay loop, and I definitely plan to keep playing - while I think the stakes could be a bit higher (a lose condition, and maybe a more concrete goal to work towards), and there are a couple mechanics I feel could maybe be fleshed out just a bit more (namely, placing dice), the gameplay itself is already addicting enough as-is. This is an incredible game, thank you so much.

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Woah, I seriously appreciate the effort you put into your feedback. I'm glad it really clicked for you. As you've spent the time to write such detailed feedback, I feel I owe you a response and some insights for all your points (I'm super not trying to convince you or anything, I figure you deserve some of my thoughts , all of your criticism is extremely valid and much appreciated):

- The stakes: yeah it's definitely a weird one.  The game is a bit slow and pretty punishing at times, so I think having to play back through would be a nightmare hahah (based on me having to replay it so many times). The main stakes in the game are that you can lose banked scrap in a run, and that can snowball. As you discover bigger ships (through upgrades), your fuel costs go up. I tried to balance it as there are doomed runs and, considering you have to fight for every piece of scrap, losing too much of your previously hard-earned scrap would suck. I tried to balance it in a way where it doesn't happen too often, but you can spiral and lose all of the scrap you've been saving up. Also, not that this is always the best way to punish the player, but you do have infinite tries, but it's super annoying to save up a ton of scrap, then lose it all and have to do it again (I guess it's the Dark Souls punishment). Some people have found it super grindy already, so I have no clue where the line is, but the game definitely needs many passes of balancing. It definitely would be nice to have another layer of stakes in the meta game, I'll definitely have to think about what that could be (narrative maybe??)

- The tutorial: completely fair, it definitely needs some work, a victim of the jam format, unfortunately. The goal of the tutorial was to teach the player enough that they are mechanically able to progress through the game, and the rest of the game elements are discovered by the player. This approach felt right, as over-explaining every piece would probably kill the atmosphere. That said, there's probably not enough feedback in the game to properly support the approach and the core systems aren't really explained well enough either. Will definitely improve post jam

- The dice: this was a concern I had early on. There are a couple of reasons I kept it this way. First, I wanted the tension to lie on the roll itself and wanted to keep that separate from the process of exploring a tile. Secondly, I wanted players to manually place a result onto the 'board' (just a design constraint born out of enjoying analogue games like miru). Last, I planned to have tiles on the board that already have some properties before placing a die onto them, which would bring back some of the tension of discovery. I agree that it is weird in its current form. Due to the resolution of the game, I wasn't able to add icons to the animated dice, so I wanted dice that looked the same to act the same, in order to not require the player to hover over for the net to understand what kind of die it is. The coloured dice in the screenshots are upgrades that have different face compositions. 

Seriously appreciate all the great feedback and am really glad you liked it so much. Thanks for playing

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Thanks for the reply! On the topic of stakes, that's definitely fair, though I feel like there has to be some way around making the early game overly grindy - perhaps having a more variable early game, or simply allowing the player to carry something between playthroughs to make future playthroughs go somewhat faster. This may just be me preferring a proper game over to an unsalvageable run, though. I just feel like, for a game like this, not having the threat of losing something irreplaceable significantly takes away from the tension.

As for the tutorial, yeah, absolutely fair that the jam's time limit would make things rough. For the record, I think that the tutorial mostly does the job really well and achieves what you were looking for, and I did in fact pick up on mechanics beyond that over time! It's just that, because I wasn't entirely sure which informational box was referring to which part of the UI, I was confused for some time.

Your explanation about the dice makes plenty of sense - especially in terms of wanting to keep the tension in the roll and wanting to mimic analog games, I think that makes a lot of sense, and I think the game definitely succeeds on those points! That said, regarding the variable dice faces I don't personally think that needing to hover over the dice is necessarily a bad thing? You could even have a permanent display somewhere if you wanted. I would totally understand thinking the exact opposite, though, especially since it's not a mechanic immediately explained to the player. I really like the idea of spaces with unique effects beyond those caused by the die placed on them, that definitely sounds intriguing.

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Lots to think about there. Will definitely think of a way to have larger stakes, I do think even though it's probably against genre tropes it would be better for this game (although I could maybe do a prestige thing), so will definitely eventually come up with something. Thank you so much