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(+1)

The settings menu is something I wanted to get integrated, and just completely ran out of time with, which was really annoying - I should have renamed it "Controls" but forgot to before the jam deadline. It's something I want to prioritize.

The enemies do actually have reactions, where they can flinch when shot, but it's on a cooldown to stop stun spamming - which is something I might just remove outright, and/or replace. Hit feedback is also on my list of things to fix, because it's definitely the weakest aspect of combat. Having those pickups be abundant helped with just falling into the flow, and I really wanted to encourage that flow-state, with everything (including their pickup sounds) coming in on-beat, even if you pick them up off the beat.

I did actually time the jump gravity! Though it's hit and miss how well it actually syncs, so I removed timed jumping altogether, but it's lightly encouraged and enforced with just how everything else is on time.

That boss fight! It's bugged, with the first phase starting with only half of their health, which I'm not quite sure why - or even why the UI still says 100%, in spite of that. It's something I need to look into. The music is really stellar too which is a shame, because Mya and Iris cooked up utter fire for this project.

Thank you for playing!