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I enjoyed playing this quite a bit. A try and retry that rewards you for playing it for a while. 

There were a few times per run when the scene would "skip/skid" upwards, which is most likely a bug. I also had a bit of a hard time focusing in on what was an obstacle vs what was just part of the scene. I feel that this could have been avoided with better color palette choices. The placement of the UI (especially Options) was a little underthought, but loved what I saw once I opened it up. 

At first, I couldn't quite tell why I wasn't able to level up the different upgrades, but eventually realized that there was something that I was picking up. I still don't know what that exactly was (where am I getting the scales and fire? from the stuff that I'm supposed to be avoiding? How does that work?). I most likely missed something, so do let me know what it was!

Great job putting this together, definitely a nice entry this time around!

Thanks for playing! 

Yep, I tried to rely too much on the text for explaining the upgrades and pickups system. But the clarity of sleep and relaxation has helped me understand where that system falls a bit short. Thanks for the feedback! 

I thought it'd be fun to reuse some of the obstacle art at the start of the level and by making it smaller, hopefully convey it's way in the background. However, that seems to have backfired for too many people, making them misinterpret  real obstacles. 

More info on the resource pickups - The system was intended to turn enemies and obstacles into collectible objects. However, you have a max carry limit per run shown by the greyed out sprites on the lower right. These pickups neutralize one obstacles in exchange for a resource of that type: dragons give a scale, their fire gives one dragon fire, the brainclouds give a brainjuice, and the brain lightning gives the sparks. It ends up playing as pseudo-health during the run where I want the player to have to decide if they want to collect early to guarantee resource collection or collect later for the extra safety but at the risk of not maximizing a run's economic value. The inspiration for this came from incremental games where upgrades and unlocks frequently make previous content obsolete. But since I only had two enemies, I didn't want to make them completely obsolete, thus the collection limit. I don't expect you to change or update your rating, I just wanted to share my thought process and see if I could squeeze any further feedback from you :P

Oh, and the skip/skid - yes, that's a bug. When you start getting enough speed, my poorly implemented background transition method misfires and shows the wrong scene because it's trying to process it a couple times in the same frame. Thus, the actual final background is impossible to see (but the game is still winnable).