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Alright, I finally had my chance to take time to test your game. I really loved it! Like many comments here the level where you're forced to swap blocked me but then I read the description and bam, solved!

It reminds me a lot of "Into The breach" were you are outnumbered but you have the advantage of knowing your opponent behaviour. I would have loved some indication on their next move eventually, the biggest challenge they had for ItB (visually speaking).

Maybe swapping to anything you want without any trading is a bit too open, I would suggest a maximum distance or a cost (energy that could recharge). That will force you to create more interesting scenarios for your LD, as you're going to close options. Here, knowing that the player can swap whenever he wants to to any enemy will stop you from controlling the level design. Think about simple rules that could improve that "control".

The difficulty curve was not bad, but there is room for improvement for sure.

The only "bad" point for me was the theme, it's close to "one single player game", like any single player game that could pretend to match the theme. It's more than that but I've seen more original ways to represent the theme.

Overall very good job, this is a very polished and pleasant experience, I would like more!

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Totally agree with your notes on the gameplay. There's a ton of improvements and bugs that people have pointed out, all good stuff!

I haven't played ItB, I'll have to check it out.

In terms of the theme, we were coming from the direction of 'what if you played chess except you only had one piece, while the enemy was fully stacked against you?'. In earlier versions of the concept, the enemy tiles were represented as mindless golems, where the player was the single live soul, bouncing between vessels (this is why as the player you swap your control between tiles rather than simply swapping places with them). Obviously this idea got obfuscated a bit by the time constraints, as it always is :u. 

Nonetheless, thank you for the detailed critique, and for playing our game!

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Thanks so much for playing! I really like Into the Breach, and I originally envisioned the player being able to see enemy intentions, but that ended up being far out of scope for the jam. There are definitely many design questions for us to ponder over haha.

I actually want to defend our use of theme, as the victory condition is to remove pieces until there's only one piece remaining on the board. So your goal is to have only one piece on the board, and you can only possess one piece at a time.

Thanks again for your feedback, we really appreciate it!

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I actually want to defend our use of theme, as the victory condition is to remove pieces until there's only one piece remaining on the board. So your goal is to have only one piece on the board, and you can only possess one piece at a time.

Ok you win haha, that's actually clever :P

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Haha thanks! Again, I really appreciate your points on design!