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Really amazing game, especially for being developed in four days. Here are my thoughts:

* The way the environment moved in a circle was REALLY cool and I can tell how much work went into it. Like just the flower alone would have taken so long to make the art for, considering all 6 stages and every direction.

* I thought the setting was really neat, the way everything was made of small human items blown up to a large scale (like the pencil fence)

* The writing was pretty solid, I actually felt bad for the beetle and the slug lol.

* The music was very pleasant to listen to and worked really well with the story, and I really enjoyed the way the dialogue mixed in the instruments. The drums coming in on the final day also made it feel climactic which was cool.

* The choice to have an interactive gameplay element splitting up the dialogue portions is really smart to make sure the player doesn't get bored of either too quickly. That being said, the dialogue portions did feel a bit repetitive after the first few days.

* The breakout game did feel a bit disconnected from the rest of the game. The character's feelings affecting their shooting style did help a bit but it still felt a bit jarring. Not sure how you would fix that though tbh without some major changes so its fine for the jam.

* The idea of having different characters in a breakout style game was really cool. One nitpick is that the way the blocks were color coded I thought it represented the number of hits to break. Also for the last day I didn't realise I needed wasd controls for a solid 30 seconds.

* I'm not really sure what happened at the end. All I saw was a block of cheese(?) appear and then there were 2 more sprouts, so it felt like nothing that happened actually mattered, but maybe that's the point.

Overall very awesome game, enjoyed it a lot :)

programmer here (im on my phone and dont know the password to the main account off the top of my head lol), thanks!

circle: there was a while for the first 2 days where we werent certain if the circle would remotely read well, but it ended up working

flower: the flower is the direct output from a blender render, it did take a bit to get it to render nicely, but then it was relatively easy

repetitive: yeah i think even just changing the background colour over time (eg desaturating and shiftening yellow), and maybe changing the music half way through wouldve made it more interesting

disconnected: yeah we tried to tie it in as much as possible with the dialgoue, but it is a little jarring

hits to break: thats interesting. the white bricks are the only ones that need to be hit several times, from watching playtests it seems most people understood that. there probably shouldve been a controls prompt on the wasd one though yeah

ending: the ending is deliberately quite weird. the ritual is definitely doing something though. the cube is a motif weve used before (in forlorn cadence), and will probably use again, which will make the meaning more understandable. you could interpet it as Slug being right