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This entry works and does not crash or soft lock you, which is great. It's playable to the end and forgiving enough to make you want to keep playing after failing in a particular task (I'm looking at you, teleporting slug monsters!)

My largest gripe with this game is that the attack button was either a mouse button or J. I'm unclear why the mouse button was even an option, or why J was a better option than a key nearer to space or even the optional wasds.

There seems to be one inoffensive and fitting track for the game. The overall length of the game makes this a totally fine solution for music. The SFX on the other hand varied wildly in their output volume and style overall and some of them felt a bit inconsistent. HOWEVER, everything did relate to an action being taken and something happening, the indications exist and are clear, I appreciate that.

The art, while totally serviceable if minimalist(ehrm), is a bit inconsistent. Some things have fine detail, black boardered pixel art and the like, other things have boarderless pixel art that feels starkly juxtaposed against the other. None of it looks bad at all, in fact all of it looks pretty good. The problem I see is just the inconsistency and incongruity. The quality of the enemy art vs the map art itself seems to be the biggest inconsistency.

Overall, I played it and enjoyed it enough to write something. It is certainly a minimalist metroidvanian, and overall, fun game!

Thank you so much for taking the time to play through the game and write such detailed feedback — I really appreciate it. I’m especially glad to hear that it was playable to the end and forgiving enough to encourage retrying; being easy was very intentional in the overall design.

Regarding the attack button, that’s a fair point. I was really torn between "J" and "E" button, but i saw that "J" was most common used while i did not comfortable with that, i do not know why i did not used both.

About the audio: One limitation I ran into was that audio balancing in the editor did not translate 1:1 to WebGL, and didn’t get enough passes to re-test and normalize everything properly in the final build. I started my game on the last 9 days of the submission period. That said, I’m glad the sound cues themselves still communicated actions clearly.

As for the art consistency, Because third-party assets were forbidden and the scope was limited, I built backgrounds directly using Unity primitives (squares, capsules, etc.) and experimented with different silhouettes and behaviors of enemies. In some areas, especially where multiple enemy types appear in the same environment, this does amplify the feeling of inconsistency. With more time, I would definitely unify the visual language further, particularly between enemies and environments.

Overall, I really appreciate the thoughtful critique. This was very much an experiment in minimalist design under constraints, and feedback like this is exactly what helps refine it further. Thanks again for playing and sharing your thoughts 🙏