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(+1)

Interesting idea. At first, I did not fully understand where the “Cost of Progress” theme was represented in the game. I only found the explanation later in the GDD, because I did not really feel it during gameplay.

I think the game is missing some kind of narrative cue showing what the player loses by using upgrades. Even the player character does not visibly change. Since the game displays combat stats such as HP, movement speed, and attack damage, it feels natural to take every upgrade without feeling that you are sacrificing anything.

I think the core gameplay is good. It is a little repetitive, and once the player realizes that they can simply circle around the largest obstacle and that the AI is not very smart, the game becomes relatively easy to beat.

Art: Since pixel art was chosen, the pixel scale of the objects should have remained consistent. The player character is scaled up too much, while the background and other objects use smaller pixels. However, the shop artwork is amazing!

Music: I have to say that the gameplay music was probably the part that immersed me the most. :)

Good job overall. Integrating the narrative cost of the upgrades more clearly into the gameplay would make the game fit the “Cost of Progress” theme much more strongly.

(+1)

The game lacks player feedback - I think we should add some narrative text from the seller in the shop and some bar representing the player's remaining humanity.

As in a comment above - visible changes on sprite were in our minds - we will add this as soon as we continue working on this project.

Yeah, the AI is terribly silly - I'm gonna improve that soon. To make the game harder we also planned to add other enemy types - like drones who can easily fly over obstacles.

Right, the shop artwork is awesome. Skw972 made that. The music is great too - also made by him. Btw it was the first track ever made by him.

Appreciate your feedback, thanks.