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I like the upgrade system and how each upgrade has a cost in time or ability. The mechanic of having trees cover you and your power meter, basically making you "feel" how long you should charge the jump, offers a neat challenge when you encounter those situations.

One thing I appreciated was the inclusion of secret rooms. I also like that the detail of the music changing and the player sleeping if you are idle too long. Though, sometimes the idle music was pretty loud, so I got jump scared by it a couple times, lol. Maybe that's my punishment for idling too much.

There are places where you can fall great distances if you aren't careful, which can feel quite punishing if you have to repeat a particularly tricky jump. However, that seems to be intentional design considering the game treats making time as part of the experience. With that said, I appreciated the calm ambience to counteract any potential frustration. The music, the wind sounds, and the rain effects really help sell that ambience. The environments also look really nice and I like how some parts of it have that "wobble" effect.

I do wish trash was less scarce. I like the added movement option of shooting, plus its just plain fun getting a lot of air/progress when you time a good jump + shoot combo, so I wish I could do that more often.

While the collision sometimes worked in my favor, sometimes the collision ruined the trajectory of my jumps. For example, a few times I expected for the player character to rebound off the wall but instead got sent back down. I think the game thought I hit a ceiling even though I was hitting a wall. Also, sometimes, it seemed like the character would move the opposite direction I had pressed? I think the game thought I was against a wall even though I wasn't. I think that's what's happening, anyway.

Overall, nice job! I gave this one a few runs even though I've yet to beat it. I'll need to check out the other Hop games you made as well to see how they compare.

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I never got such a long review, but hoooly thank you so much

For the collision part, yeah thats been happening for almost all hop games.. even tho i think i fixed it in Super Endhop.. But this is one of the bugs that also has a nice speedrunning tactic.

For the trash part, i kinda forgot to make trash spawn..

And for the opposite direction part, i don’t really know what you mean so i would need more info about that.

Anyways thanks for the review!

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I can see how some of the bugs can be helpful. There was a few times I landed on a wall like a floor and was able to make a jump that way. I can appreciate intentional jank when it's in my favor, haha.

With the opposite direction thing, there was a moment I was on the floor and the arrow was pointing left, but when I launched, I went right instead. What I think might have happened was the game misread the floor collision as wall collision and bounced me the opposite direction I was aiming. I tried doing another quick run of the game to see if I could recreate it but I wasn't able to. Either I misread or misremembered the situation or it was just some obscure collision fluke I encountered.

And yeah, I would love to play a version with more trash! The more trash, the better :)