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(+1)

Hello, great job on finishing the jam ! So much work done with the character animation, TPS controller, Ai enemy, etc. Must have been a long week :D

I'm not a TPS pro so maybe not the best to give you feedback on this but I'll try my best to say what I think could be improved on wheel of boosts:
- The idea and gameloop are very readable and easy to understand, that's cool. Even without a description, I got it and was playing the game in less than a minute.
- Well, the first minute was suuuper laggy, I thought I would not be able to play, but it got better after that, and I could really use a sensitivity setting. 
- Feedback all over the place. I kinda miss feedback on all the things I was doing, taking a hit, gaining xp, hitting an enemy, etc. Small things but just to make sure I understand what's happening on the screen. 
- While it was very funny to see the AI faceplant in the wall, the pathfinding could be a bit fine-tuned :D. Also I don't know the best solution for the game but I spent what feels like too long, looking for enemies. Maybe have some king of indicator when enemies spawn, and sometimes a little help to find them.
- I really like the spin the wheel to get a random upgrade, It's a good take on the roguelike genre, and It could make some interesting builds. But it was kind of unfortunate that I had to hide while it spun for so long since I couldn't see my cursor and the enemy :D It could be more engaging to having it spin on the side while still being able to shoot everyone.

Anyway still a solid work in such a short time. Maybe a smaller scope could have come in handy but sometimes you just have to do your idea too. Great entry for the jam, good luck for the future !

Thanks for the detailed feedback. Yeah, the scope was really a thing and there is still a lot of stuff I would have loved to improve. Also a lot of stuff that you have mentioned like the AI behaviour and action feedback, especially with sfx and vfx.

Moving the wheel to the side is actually an interesting workaround. My original plan was to pause the game while the wheel is spinning, however I didn't find the time to implement that, because unlike in a pause screen, where you can simply pause the whole simulation, you have to find a way to keep the UI logic runniung while the rest of the game is paused. :D