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(+1)

Oh the music takes you right to that NES era nostalgia, very spot-on! The graphics are great too, but it feels like the movement runs on a higher resolution than the graphics, which takes away from the NES feel a bit. The enemies all running on a fixed path makes it a bit too easy to just stand outside of their reach and pick them off one by one. Level design feels a bit aimless. I loved the small part about flying around the star system map, makes the whole quest feel larger than it maybe is.

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Movement shouldn't be higher resolution since the resolution of the whole game is locked in to 256 x 240 and should be integer scaling, but I'll make sure when I look in the settings. Definitely adding more room variety post jam as well as making some tweaks to the dungeon algorithm and enemies to make it feel a bit more intentional. Thanks for the feedback!

Looked at it again and I think I kind of misremembered/misinterpreted a feeling I got while playing when I was writing the comment. The resolution is 100%, but there's a few situations like this where the enemy runs its course horizontally while partially overlapping the background tiles, which felt a bit off.

Ah, yeah, that's actually intentional since it was the only way I could fix that enemy's collision before the deadline. But I agree that it definitely looks a bit off and could be improved in the post jam version. Not sure if I'll fix that in particular but I'm making a note of it, definitely want to focus more on the big issues first. Screenshot helped, thanks!