A good relaxing game, but:
- Question: Is there any point in aiming the pipe to get more bounces? – My answer: No. Because at the very beginning, there are invisible walls at the edges of the digging pit, so the characters simply don't fly beyond them. My suggestion: instead of a flat surface in the digging zone, make something like a funnel, and let the user choose whom to throw and where. Otherwise, this game element is pointless
- Next, it's a bit unclear why the pixel art is done in different styles. This was especially noticeable at the end. The game itself is visually nice, but the background is blurred — in my opinion, it would be much better if the background itself remained a sharp image, with blurred elements (dust, fireflies, etc.) added on top. Also, removing pixel interpolation from the font would help it fit the overall atmosphere better
- Regarding story interludes. At first I thought they were some kind of events that make the player think about how to allocate money to reach victory faster, but as I understand it, that's not the case. In the future, you could consider this, so that at the end you don't see a sad message about losing a large number of gnomes :) If you expand the game in both breadth and depth, this is probably necessary to define the game's philosophy