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(+1)

You asked for feedback so here I come with a shovel of real feedback.

First of all, great job on making a game completely from scratch. Sure the art is simple but it's coherent and easy to process. The free drawn aspect also adds a little to it, it could've been completely sterile straight lines and it would look modern but without a soul :)

the music fits and doesn't distract, sfx same. +1 for again going from scratch! 

And for the gameplay, I am extremely impressed by the amount of content you were able to put into it. And at the same time it's a little bit of a curse. The biggest design game flaw you have are the actual mazes.

So for the maze to be a maze - you have to have dead ends
at the same time for the maze to be a puzzle - you have to be able to look at the whole maze and "solve" it. Otherwise it's just bumbling around in the dark until you get the "right path" which is just not fun.

So in this case I think you should take one of three approaches 

- either add a possibility to view whole maze (like a map) - this makes the maze actual part of the puzzle
- get rid of the dead ends - keep all of the parts of the maze that are required to solve it
- or something that a lot of game designers like to do - use dead ends for cool stuff! collectables, lore, secrets? whatever you like. This approach encourages exploration

And now for the last part which frankly turned out to be my favourite part was the little lore drops, the writing. I didn't expect the writing to be this engaging about some flat shapes, haha. I've gotta wonder, is the flatland secretly ruled by circles? they seem to have easiest in this society.

So overall, this is a great result for your second jam, congrats.

(+1)

in fact, in the source -Flatland - the more corners you have, the more important you are; the circles though are regarded to have an infinite number of corners, they are hold as the ideal shape, so yes, they really rule the flatland


thank for the feedback, I’ll add it into my workload 👌