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Nice job! I played through the whole game. Here's my in-depth review:

Design [2/5]: I think this is a cool game theoretically, but I don't think the execution is very strong. I'll go over this using some specific examples:

  • It's really cool that the game moves in discrete chunks of time rather than moving continuously. Having said that, I think the choice to have everything move at one frame per second was highly questionable (even though it fits the theme). It was too slow for me to feel engaged, and it made the game feel incredibly punishing if you mess up close to the end of one of the longer levels, since it will take you a long time to get to that point again due to how slow everything moves. So, again, having everything move in discrete chunks of time is a great idea for a puzzle game, but I think the execution was off: rather than having everything move at 1 FPS, I would have rather seen a game where things move only when you do (i.e. time only progresses one frame at a time whenever you press an arrow key). This would have allowed you to design the same sorts of puzzles, but it would have left the pacing entirely up to the player. You wouldn't have even needed to compromise the theme to accomplish this, since you already adhered to the theme by employing only one inventory slot.
  • I like that the game employs lots of different puzzle elements, but I don't think they were always put to the best use. I really like the pitfalls, the ice, and the bullets, but the level design didn't always have the best ways of introducing them. For example, the first level where you see the bullets was good in theory. I like that it had a long hallway of bullets and that you could take advantage of the discrete time mechanics by sliding between two bullets. However, the level starts you off in another long hallway, and I think it would have been a much better choice to put the player in a more open space leading up to the hallway, so they would have a better chance to roam around a bit and plan how to get into the bullet tunnel safely. So, the puzzle elements are nice features, and they add some variety to the gameplay, but I don't like the level design used to support them.
  • I like that you have only one inventory slot and that walking over another item forces you to drop whatever you have for the item you just walked over. That's actually my favorite mechanic in the whole game, and I think it fits the theme perfectly. Having said that, I think the level design is weak when it comes to this concept. A good example is level 13. There's no way I would know that I need to have the shield last unless I already know what's at the top of the screen. The trial and error there, coupled with the fact that everything moves so slowly, made that level a little frustrating for me. I think that this game is at its best when the player has all the information they need to solve the level and they just need to make a plan and execute it. My favorite puzzles in the game were the ones that forced you to juggle keys and swords between a bunch of pitfalls, and I wish all of the levels were as well-thought-out as those.

I offer you all of this criticism because I think this game has a lot of potential. I just think the level design and the pacing need to be more carefully thought out.

Adherence to the Theme [5/5]: The game runs at 1 FPS and you only have one inventory slot. Personally, I think the first decision was a poor one, but the second one is brilliant. Either way, the game adheres to the theme well.

Originality [4/5]: I haven't seen too many action/puzzle games that move at discrete time intervals. The only one I can think of that comes close was Trapped, an old flash game series from the early 2000's. The puzzles feel uniquely designed, but I can't help but feel like I've seen these sorts of puzzle elements before in other games.

Overall, nice job! Keep working on games. You obviously have lots of different ideas. Game development is an iterative process, and your levels will get better if you keep going back and revising them.