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(+1)

I really liked the puzzles, as a certified puzzle man (iykyk) a couple later levels had me think for a moment. The one where two guys shoot each other is cool. The aesthetics remind me of Mirror’s Edge, kek.

Movement feels a bit sluggish (although I struggle with that myself when I make a tile-based game), and I didn’t really pay attention to the enemy movement hint arrows because I kinda memorized their patterns, but obviously it’s nothing game-breaking.

But otherwise, very solid entry, especially for two days (I think?)

Mirror's Edge is my huge inspiration from the begining of me joining Game jams (I even mentioned it in the only devlog that I wrote for my first entry) I am glad this shines through in the game. 

I know I struggle with movement, but I try to improve each year!

Yeaa, the arrows are there to make the game a little easier/more accessible. I wanted to include an option to disable them, because memorizing patterns would be my way to play it, but I didn't have time to do that as a toggle, so I just stuck to having them on by default.

Actually I hope that doesn't impact your impression of the game but it was made over whole 96h period, well I settled on the idea after first 24h passed, but for exmple movmement was done by that point anyway, so it didn't fully go to waste. Last 10h was pure craziness I fixed some bugs, did level art, sequenced the levels in this order that you can now experience etc.

Cheers Puzzle man (i know so i know)