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(2 edits) (+1)

I really liked the game! It was fun scoping out where you needed to go, mentally planning a route to get there, and figuring out your way back at the same time. I also liked how it makes you think ahead about which characters to send down, and when something goes wrong, whether it’s worth the risk to send another person and lose more turns, or make a detour to an item crate in the hope of finding something that could turn things around.

One thing I noticed after a couple of runs was that there didn’t really seem to be a reason to pick anyone other than Cetra at the start. He’s the only one with a reliable way back to the top, and the vine just feels way stronger than everything else. Moving along it doesn’t cost turns, multiple characters can use it, and it grows as you move, so you can even set it up in advance. It feels a bit too powerful compared to everyone else’s abilities and it’d be nice if the other characters got a little something extra to make them more worth picking.

It’d also be nice to have a bit more feedback when characters get hit offscreen, since it can be a little confusing. Maybe there could also be a more intuitive way to cycle between characters instead of clicking the portraits on the right, as sometimes I just wanted to check on the situation without dragging the camera over manually.

Other than that, the art is wonderful, and the music really paints a picture of being pressed for time (or turns). The Laboratory section was evil, it spooked me when I thought I was already finished lol :)

(+1)

cetra is the easiest to grasp, though some others save a lot more time overall with more micromanagement - if you can get a rope relic on boston it's easily much better than cetra, for example, cetra does have the weakpoint of no horizontal movement (which can really set you back if he gets knocked way down) and no way to defend from long-range stuff, which means he is a great support but needs someone else to help
the jump pad on gamma is also really good at turn optimization when you have a lot of friends, it just is a lot harder to grasp.

cetra is generally pretty strong, - honestly, we didn't get to do ANY balancing at all - all the enemies and buddies are as they were when they were first implemented more or less, we implement them and then we move onto the next thing. we only fixed fatal bugs afterwards, so other than that, we never touched cetra after he was made sometime in late day 2 or early day 3

really,  we'd prefer all buddies to have support abilities that move other buddies, the fact that boston doesn't is a bit unfortunate (unless you are REALLY trying to save turns, in which case you can use bostons gun+ jumps  to knock all of your other buddies back somewhere and save like 6-8 turns at best... but maybe you don't want to shoot your friends !! )

we will take all of this into consideration in the case we decide to flesh this concept out fully, thanks for playing :)