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(+1)

Indeed, I realised as I neared the deadline that the slow-down mechanic was quite a pivotal part of the gameplay. The  slowmo came in after I laid down the base collect and dodge game. Like the idea of pickups for instant refills!

The suggestion for an SFX cue when the meter is refilled again is great , seems so obvious now. Another thing I think is sorely needed is some kind of warning when the timer is nearing zero, so that player doesn't need constantly look up to check. In both cases, SFX cues would enrich the experience quite a bit.

Yeah, difficulty was another thing I struggled with. I barely got it over 2min and thought okay that might be a good jam duration. Didn't want to make it too easy so that it felt boring, and think I wanted to push people to rely a bit more on the slowmo. But I think, at the very least, a gradual build up of obstacle speed would have been a good and easy enough addition.

Will have to look into that tutorial bug, you're the first to mention in. Thanks for highlighting!

Thanks for playing and really appreciate the detailed feedback! Makes me amped to jump back into this post-jam and flesh out some of these suggestions.