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(+1)

WOWSERS. In my humble onion. This game is pretty cool. I think it's impressive you guys managed to create such a coherent end product. Coordinating 7 people isn't easy, especially in just a week. I also think it's very nice how you managed to spin this theme into an action in game in a perfect way, this is the most dynamic and hectic game I've played so far. The sound effects and music added lot's in my opinion, they perfectly fit the theme of the game and the second character's music track is sufficiently more fun to listen to that I prefer to stay in that mode longer and it feels more epic to make it through with the first character.

A large part of my play-time I was in the second level, having forgotten the dodge move. I don't wanna say your tutorial was bad or anything, it was clearly my mistake. I still had a lot of fun in that level, because I thought you had to shoot down to break one of the three vertical... ehm... floating landmines or whatever. I managed to shoot down once and then realised that I couldn't hit them. Oh well still good.

I think the level design was alright, it did a more than adequate job showcasing the different abilities, but the real star was the character design. The way the shooting interacted with the dodging was genius, because it's unreactable and yet perfectly predictable, meaning you instantly felt like a sensei ninja, even if they don't exist in your world. This does make me wish there were some a bit harder levels to try.

When I say harder, I don't mean the kind of hard of the button and appearing platform mechanic, which to be honest, wasn't the best. It feels much less interactive than the other gameplay you had going, and was, for me at least, the toughest part, which is a bit of a bummer. But hey don't be sad. I had fun. Is nice game. Good.

Instead what I would have liked to see more is optional stuff the shooty shooty guy could shoot, but which would hinder the other one. And try to keep them in the same room for as long as possible, even if that might be hard. I think it might be especially hard because currently there's only one very situational 'only shooty guy filter' in the game, and you seem to use it only once. Like how the jumpy one can jump places the shooty guy can't. In level two you have a thin tunnel where the shooty guy has to shoot meaning it's much easier for the jumpy one to take the lower route. It would probably have been nice for level design to have somewhere only the shooty guy can go, but that takes planning in advance to come up with something clever and enjoyable. I strongly believe if such an element had existed the levels would have benefitted.

Second point about the game design, and this one is definetely more of an opinion, I would have preferred if the levels were shorter and more clever instead, taking roughly the same time to beat. For an example take earlier mistake in level two where I forgot the dash. I would have preferred it if that was actually the solution but the whole cannon bit after was moved to a seperate level. This, to avoid beating the harder level, and then dying to the long pointy end.

If the levels are harder, I'll have more reason to go back to the first character. As is I didn't really go back after I beat level 2.

Something that stood out to me as substantially great is the simplicity and cooherence of a lot of the enemies. All of them were completely understandable how to beat them and consistently moved like you'd suspect, I never guessed wrong on my second run through. They were easy to avoid, their hitboxes were honest, and they were amazing to dodge through. When I thought a dodge might work, it usually did. Perhaps making the game more like I suggested would make it less good in this respect.

My favorite level element is the little electric sign thingy or something. The one you shoot to make stuff happen.

Now a notice about the art. It's very cool, very nice, looks great. Might not always see what's going on, but very nice, and wouldn't change a thing about, especially since the death loop is so short, it doesn't really bother me.

Lastly I was going to comment that I would've preferred it if you automatically restarted the level on death, making 'reset level' a clear button in the top left of the screen the first few seconds of the game. But then I realised you could just press space to start the game almost instantly and then I wished I figured that out sooner.

Lastly lastly, I found the fullscreen button now in the settings. Probably would be a good idea to put in a more obvious spot maybe. Then again, if I knew there was a fullscreen button in the game, that is the first place I would've looked.

Quickly about the story, story is good, but am not really a story kinda guy, so won't comment on it much. Will say it was quite confusing who was who and who did what, and I think some simple still scenes explaining what happened could have been nice. An explosion with jumpy guy running like a movie villain.

TLDR: cool game, especially character design

Emoji: 🦁

(+1)

First of all, thank you so much for your detailed feedback! It's so valuable to me to have feedback from someone who made one of my favourite games from the game jam. <3

We spent a long time arguing about the 'tutorial' and how the game would teach players the mechanics. I always think that "press X to do Y" is a kind of boring or "lazy" way of teaching actions. However, not taking risks sometimes isn't the best approach. In this aspect, I think we could have done better. It's not just about adding a text label; we should have tried to think of a smarter way, so it may be our fault. I also think the second and third levels could be swapped in terms of difficulty.

Thanks for your comments on the character design, the 'perfect dodge' mechanic was one of my favourites too! :)

Regarding the appearing platform mechanics, we thought it would be cool if the shots from the P1 weren't the only way to kill the P2. A pressure plate connected to a platform would provide an alternative way, meaning you can't trust your past self this way aswell. But it's OK if you didn't find it enjoyable; I can see how it might be a bit tedious.

We would also like to implement more things to shoot. I totally agree with that. One of the first concepts we discarded was a door that could only be accessed by Player 1. However, we felt that this was a bit forced and could be replaced with something cooler, like a corridor full of enemies and explosives. This way, if the P2 tries to advance on this path, they will be caught in the crossfire. It's possible to avoid all the attacks by perfect-dodging, but it's clearly more difficult than the intended path. We wanted to create split paths without limiting the available options too much.

Regarding the story, we ran out of time creating more cutscenes, so it was easy to follow. I hope we'll do a better job of defining scopes in the next jams!

Thank you again for all your kind words — they mean a lot to us! :}

That's cool, cuz your game is one of my favourites. <3

About the appearing platforms, I can barely decide as P1 to make it not disappear as much as I can decide to shoot less, meaning that after the initial 'Ah neat it's appearing when I stepped on the pressure plate' it kinda just turns into an appearing and disappearing platform

I agree with your point about the P1 door, that would be lame, but for me, if it means P1 and P2 will be in the same room more, it's worth it.

Thank you very much by the way for being basically the only person to comment twice in our game. I'm sorry we didn't manage to make the barrier to entry small enough for more players to join the hinting system. May I ask how far you got, or if you managed to beat it?