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(1 edit)

I think the visual style here is pretty cool! I also like the idea of using a countdown as a "resource". Generally, I found the countdown to be disconnected from the gameplay, though. When playing, if my usage got too high, I felt it wasn't worth it to complete the level because it would be easier if I just got to restart without the lasting consequences of dying or using an ability. I think abilities are what makes the game interesting, as it forces you to engage with the countdown. However, I never encountered a situation where I had to use an ability to complete a level, and every time I tried to use one I felt it wasn't helpful enough to justify the cost. 

In total, I think this is a great game! I would also like to mention that just because you don't have a web build doesn't mean you can't find success, both in the final rankings and amount of ratings. Many games do well in both categories without a web build (including my own past submissions). 

Thank you so much for the feedback! This is exactly the kind of comment that helps us see the game from a player's perspective. I think you pointed out a very important issue that the countdown was meant to be the main resource and decision making pressure, but the current version doesn't create enough meaningful moments where players feel they need to take the risk. We’ll definitely think more about how to make abilities and their costs better connected in future updates.

Also, thank you for the encouragement about the web build. We were worried that it might limit people from trying the game, so your words really helped. Thanks again for playing and sharing your thoughts!