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I have a hard time rating this game. On one hand, it’s extremely frustrating. On the other, the ability to buy extra time using hourglasses encourages you to try again and again.

At some point you want to stop playing because the cost of buying more time becomes too high, but then you’re already close to reaching the second stage and you get curious about what comes next.

Unfortunately, the difference in controls between the first and second stage, combined with the lack of time to adapt, made me give up. That’s a shame, because I think many players might quit at this point, and since it’s a game jam game, it would be nice if more people could fully appreciate the work that went into it. A possible solution could be a checkpoint after the first stage.

I also have mixed feelings about the visuals. The pseudo realistic, ugly models are kind of awful, but at the same time they add a weird, funny charm. I honestly can’t tell whether this effect is intentional or not.

The text animation that plays after death also bothered me. I know it only lasts a second, but I really just want to skip it and jump straight back into the game.

I also thought it could be interesting if the obstacles were placed randomly, but at this difficulty level, learning the pattern is clearly part of the game, and it probably wouldn’t work without that.

What’s surprising is that the overall effect is still positively addictive. It doesn’t feel like an intentional psychological trick by the developer, but rather the result of many small elements coming together. Somehow, it works really well.

Thank you for your long feedback and for playing the game!

Frustration was definitely a huge part of the design I was aiming for. Some people would argue that for a game for a game jam, you would have to make something simple or addictive in a good way, but I decided to go against that pattern because I wanted that frustration to fit the story behind the game. The design point was indeed to have the player play again and again, to learn the pattern to optimize their time like the hero would do, to save those extra seconds to be able to run to their final objective: free, simpler times.

When it comes to the models, it was definitely meant to be kinda awful, to reflect the gloomy environment of the hero. I definitely knew ahead of time it would probably work against me for the jam itself, but that's what I wanted for the game and its theme, and I'm actually glad it made people question what the idea behind it was, so thank you for that!

It's honestly a great review because it showcases what I wanted to see going into the minds of the players. More than a game, it was kind of an experience to see how players would react to the whole thing. Would they relate to the hero and try to learn the path because they want to reach the end, or would they give up instead due to the whole unfairness of it. I'm really glad you wrote all of that, so thank you so much for it!