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(+1)

Oh, so this is what Luke Muscat talked about in Mark's "What's the Point of Prototyping?" video.

Jokes aside, the limited clicks are an interesting concept, but I never really used them because just running mostly straight trivialized the levels, and there were no enemies killed counter, or time remaining etc, because they would've made surviving meaningful, giving me a clear goal & feedback to work towards.

Overall, a solid foundation, well done!

Thanks for th feedback! Indeed, i made my game a little to click-independant wich almoust turn click counter into just a dash counter. I, actually, didn't think about giving a goal to the player, like "free the vampire" or "survie the 30 minets", wich is my mistake. I would definitely solve this and "running straight" problem, if it comes to make a full game from this prototype.