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Hi there. Don't worry about it, your criticism is always constructive.

  • the reason for this is I wanted to emphasize that you had a choice between spawning, or transform current blobs. I will distinguish the 2 further as you suggest. I will probably go with low effort and simply put a different color for available points. I won't allow to disable current blobs I will go into this later.
  • I will adjust this a little after jam: add an outline to the buff sprite, and allow unselect with right clic.
  • I will try to think of a small additionnal puzzle element to "Olympic games" ;)
  • It is indeed a fail-safe so that performance don't drop with too much blobs. If you find a wait to exploit it I think I will leave it for thinking outside the box.
  • I am puzzled about inconsistency, behavior should be the same. If you can remember a bit more about this I would be curious to know. I performed multiple playthrough and didn't notice this.
  • stop sign are a bit underwhelming indeed.
  • blobs disappearing on upper screen is a bug that slipped by, thanks for letting me know. I will fix after jam.
  • I understand your annoyance about not being able to cancel. The initial goal was to fit as much as possible in the theme "sacrifices must be made". If I had to expand on the game, I would rather add a power to self destruct the blob, at a cost. As for the last level, you shouldn't need to restart a lot: there are 15 spare points when doing the designed solution.  My guess is you probably went for a bit more difficult solution execution-wise. There are spare points in every level, if a level is too hard on execution I would rather go with more spare points. An alternative if I expand on the game would be a pause, but to be honest I will probably invest my time in another title I am currently working on ;)

Thanks for your detailed feedback !

Lacking points was never an issue for me. It wasn't a lack of blobs but more that they'd get stuck in awkward places. The "power to self destruct the blob, at a cost" sounds like it would be a good solution.

As for the  inconsistency. It only happened on the final level, though twice in two different locations. Both times I'd send a single test block, who'd succeed, following which I'd send a bunch who all do some alternative (miss a jump or something of the sort). I think I might of just realized the issue. When I sent one blob, everything's fine. But multiple meant there may have been a subtle performance hit, adjusting certain stats in some ways, ergo leading to a different output. Furthermore, each time this happened they were all sped up, my guess is that when sped up there's a lot more room for the math to vary since it's working with bigger numbers. The final level is also very crammed with variance in level geometry and stuff  so there's more chance for this sort of thing to occur.