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(+1)

Simple but clever idea! I like the concept of having a hunter state and prey state that you can't control, all while having to play pacifist. The controls are very intuitive and the countdown ring was well implemented, but sometimes my mouse felt like it would slip off the screen which was a bit disruptive. The music speeding up and slowing down was a nice touch, but the track did get a bit repetitive. The SFX of the balls rolling and colliding were nice. I do also wish there was an in-game consequence for bumping into black balls in rage-mode beyond just a counter. Overall, I enjoyed your game, and the core mechanics are fun!

(+1)

Thank you so much for playing and for the detailed feedback! I'm really glad you enjoyed the hunter/prey idea and the countdown ring — the role switch was the core mechanic I wanted to explore.

The mouse slipping off the screen is a great catch; I hadn't noticed how disruptive that could feel during intense moments. I'll definitely look into improving the boundaries. Also happy to hear the music transitions and rolling/collision SFX worked well. I agree the music could use more variation, especially for longer sessions.

The point about rage-mode collisions is interesting. Right now I mostly treated the counter as the reward, but adding a more physical consequence or risk/reward element could make that phase more engaging.

Thanks again for taking the time to write this — feedback like this is really useful, especially after a game jam!

You're welcome, happy to help! And thank you for playing/reviewing our game as well