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(+1)

I played the tutorial and spent time with the core PULL/PUSH loop. The rule became clear very quickly: blue wants PULL, red wants PUSH, and the gold-orb two-step is a nice extension of the one-button idea. The polarity colors and large mode button are easy to read.

My first point of confusion was timing rather than the rule itself — it was hard to judge exactly how close an object was to the core near the edge of the field, so I tended to flip early. A slightly stronger time-to-impact cue (ring, pulse, or escalating audio) could make mistakes feel more clearly like mine. I also read the starting shield display as “already missing one shield”; showing 3/3, or explaining the empty bonus slot, would remove that doubt.

The Daily Field, mission, local stats, and theme unlocks give the prototype a surprisingly complete return loop. I did want to try another run, although I did not reach a full loss during this short test. Solid, immediately understandable arcade hook.

Thank you — this is extremely useful feedback.

I’m glad the PULL/PUSH rule, gold-orb sequence, and return loop were clear. Your timing point is especially helpful. I’ll add a stronger time-to-impact cue near the core, most likely a danger ring/pulse with escalating audio, so failures feel easier to anticipate.

I’ll also clarify the shield display as 3/3 and keep any bonus shield slot hidden until it is actually earned.

It’s great to hear that the Daily Field, missions, stats, and unlocks made you want to try another run. Thanks for the detailed playtest!