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(+1)

It’s a well polished game, however the difficulty to just finish the levels (I’m not even talking about getting the stars) killed the fun for me. It took me over half a hour to finish it, with maybe 50 attempts on some of the levels. The level design requiring high precision with quite harsh hitboxes are a thing but then you’ve got the timer that makes you have to go fast, but also a timer for the aiming slow motion meaning you can’t take too much time to aim and finally a limited number of throws you can do meaning you don’t have room to correct a badly aimed throw. Basically, every strategy the player could make to play it safe was cut (going slow, taking time to aim & doing more but smaller throws).

Still, I enjoyed the virus levels as they were a lot more forgiving and brought variety to the gameplay. And I was quite surprised to see how much work went in the story bits, which tied together the gameplay sequences nicely.

(+1)

Thanks a lot for playing and taking the time to write such detailed feedback Axel!

The three decisions were deliberate, the fact that going slow is punished and the restriction on the amount of shots and not abusing the overclock (slowmotion). My idea was that the player will have to manage the 3 resources, as all of them count down (the theme) but I do agree, and everyone in the comment section as well, I pushed it way to far on the precision and "tightness" of the counters and hit boxes. I love "kaizo" games, like very difficult mario levels made by the community, so I am biased towards that and is something I will have to learn how to adjust on my games going forward.