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The core concept is a nice idea for a puzzle game which I haven't see before, great use of the theme. I'd be curious to see how the countdown itself could potentially become part of the solution in later levels. Just the fact you have to sort of set up the level and then clear it in 10 seconds from a certain location is enough to get started with, but I'm sure there's more potential for the idea if you keep working on it.

It kind of reminds me a bit of games like Lemmings, where you need to set up the course for the mindless creatures to complete, except in this case the player also has to be the one to run the course at the end. 😅

First level is solid to introduce the concept. I think you could even make it simpler/quicker. Then, for my taste, the complexity and difficulty ramped up too quickly from the first level to the second. I'd encourage giving a more gradual introduction of concepts while avoiding filler (I'd suggest one new idea per level and one level per new idea), where a "new idea" could be a new item OR a new interaction from existing items.

The setup with not being late to invade Earth is cute & fun too.

On the visual side, look out for tangents, where a background and foreground element are lined up. These make it harder for viewers to understand the scene and are best avoided. Here's a good article on the topic: http://www.neilblevins.com/art_lessons/composition_tangents/composition_tangents...

(+1)

Thank you, that's some really helpful feedback. I agree about the levels, I will most likely add in shorter earlier stages to introduce each new mechanic more gradually. There was quite a lot I didn't manage to do in time for the deadline and more stages was on the top of the list!