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(1 edit) (+1)

Though I struggled a lot at first, after getting used to everything it was very fun to try and find the optimal route, and (try to) speedrun it afterwards!

I like how some effects cancel others out, though it didn't always seem to work, or I just didn't see it correctly. I also like the aspect of randomness you added in with the wizard having different effects, but it did make the last level a lot more RNG based. This combined with my skill issue caused be to take at least an hour on that level. There's also lots of different effects and assets, and the music I find to be really good! Also the 3D background in the final level is really cool.

 I found the controls to be a bit finnicky, but not too much to the point where it got really annoying. Also, for some of the effects, I find them to be more towards the negative side, rather than the positive side, and vice versa. The floating effect for example just leaves you locked to one axis for 5 or 50 seconds, and in the latter case, you're just going to be stuck for 50 seconds because of the many walls and platforms. Also, the ones that slow down or speed up (de)buff timers seem rather counterintuitive to me, as you would want to hold on to as many debuffs as possible (especially in the last level), lest you don't have enough at the exit.

This is all just my personal opinion though and minor issues if unintended. Minor issues combined though, can form slightly less minor issues, and eventually major issues, if not taken care of.

Regardless, this is really impressive for being made in 96 hours, and I enjoyed playing it :D

Also, I don't know if it's intended but I fell out of the map after beating the third level.

(+1)

thanks for playing. about your issues:

the reason for the rng on the last level is due to us planning out 25+ effects and having no time to give all of them a unique way to get. I always take a specific route which lets me win most of the time since you can get all the needed effects and have them for enough time but it depends on if you get really bad effects or slightly bad effects since they can vary.

if you're talking about the slight slipperyness of the movement, that was to try to make the movement more fluid, but some people prefer more instant movement. from now on we'll try to make controls way less slipeery and more instant/reactive unless he game requires it.

most of the effects being called the opposite of what you think can be explained for most of them. slow recovery, although it extends your debuffs which makes it slightly easier to beat levels, having extended debuffs for so long makes you take a ton of damage and leads you to get killed easily if not paired with many positive effects, and quick recovery will cause you to take less damage from effects due to it making them all last less time. those ones make sense to argue against since that was my original argument but now I somewhat disagree. about the ascension/floating effect, that one was a bug, sorry about it. and blindness usually doesn't work due to fog related things in unity.

most of our team couldn't work on the game during the jam  and thus I worked on it for a lot of time, but I think I got burnt out and didn't have the time to check for bugs. I think to prevent this happening we're definitely lowering our scope next time. sorry for the bugs.

falling out of the map is also a bug. it's because I forgot to add the ending cutscene to the scene list so it never loads. i completely forgot to test if the cutscene loaded which is completely on me, sorry. probably one of the more major bugs since you technically can never beat the game, sorry. thanks anyways, glad you enjoyed it.