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(+1)

Sick menu transition.

I don't understand the language unfortunately, so I thought it was bugged at the start. I didn't know I have to press Enter to continue the tutorial xD

Very creative gameplay mechanic. It definitely has potential.

I am glad there's no contact damage with the enemy. Though I wish you can just do the chain reaction without hitting all enemies.

One thing to nitpick is the design of the boss attacks. At first, I wasn't sure where the boss were, but I realized it's hidden beneath all of those projectiles xD. Maybe make the boss larger, or use a different sprite, or something else entirely to make it stand out more.

I really like the visual effects of the attacks, both the player and the enemies. Especially the player. All of them felt satisfying.

Theme wise, it really fits. I mean, you are forced to do chain attacks xD, but you can strategize by choosing which enemy to attack first, and which to attack last.

I like the art style. Reminds me of Brotato.

The audio is also pretty good. The SFX felt satisfying, and the music fits with the gameplay.


(+1)

Thank you so much for the detailed feedback! . 

About the language, I'm actually a native French speaker. My original plan was to let players choose between French and English at the start, but I ran out of time before the deadline. I translated everything at the last minute and, as you noticed, I accidentally left a few texts in French. 

As for the boss... you're absolutely right!  It doesn't really look like a boss because I literally made it about 10 minutes before the jam ended. I wanted to have at least one boss fight, even if it wasn't as polished as the rest of the game.

I'm really happy you liked the core mechanic and the visual effects.

I figured it was something similar to French, but I don't want to mislabel a language xD

That situation with the boss is so relatable. I think you did good enough though. It still looks like a special type of enemy since it has different attacks than the rest.