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(+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?